Get rid of raw AddDelay calls within osu.Game

This commit is contained in:
Thomas Müller
2017-07-17 16:51:21 +03:00
parent 19fb03e737
commit 87bcd526f3
19 changed files with 67 additions and 96 deletions

View File

@ -63,8 +63,8 @@ namespace osu.Game.Screens.Select.Leaderboards
};
scrollFlow.Add(ls);
ls.AddDelay(i++ * 50, true);
ls.Show();
using (BeginDelayedSequence(i++ * 50, true))
ls.Show();
}
scrollContainer.ScrollTo(0f, false);

View File

@ -64,23 +64,26 @@ namespace osu.Game.Screens.Select.Leaderboards
this.FadeIn(200);
content.MoveToY(0, 800, EasingTypes.OutQuint);
AddDelay(100, true);
avatar.FadeIn(300, EasingTypes.OutQuint);
nameLabel.FadeIn(350, EasingTypes.OutQuint);
avatar.MoveToX(0, 300, EasingTypes.OutQuint);
nameLabel.MoveToX(0, 350, EasingTypes.OutQuint);
AddDelay(250, true);
scoreLabel.FadeIn(200);
scoreRank.FadeIn(200);
AddDelay(50, true);
var drawables = new Drawable[] { flagBadgeContainer, maxCombo, accuracy, modsContainer, };
for (int i = 0; i < drawables.Length; i++)
using (BeginDelayedSequence(100, true))
{
drawables[i].FadeIn(100 + i * 50);
avatar.FadeIn(300, EasingTypes.OutQuint);
nameLabel.FadeIn(350, EasingTypes.OutQuint);
avatar.MoveToX(0, 300, EasingTypes.OutQuint);
nameLabel.MoveToX(0, 350, EasingTypes.OutQuint);
using (BeginDelayedSequence(250, true))
{
scoreLabel.FadeIn(200);
scoreRank.FadeIn(200);
using (BeginDelayedSequence(50, true))
{
var drawables = new Drawable[] { flagBadgeContainer, maxCombo, accuracy, modsContainer, };
for (int i = 0; i < drawables.Length; i++)
drawables[i].FadeIn(100 + i * 50);
}
}
}
break;