Replace several usages of BeginDelayedSequence with LINQ-style

This commit is contained in:
Thomas Müller
2017-07-16 17:37:59 +03:00
parent 71105bb9ee
commit 99221260c4
19 changed files with 70 additions and 127 deletions

View File

@ -130,14 +130,11 @@ namespace osu.Game.Screens.Menu
icon.RotateTo(rightward ? 10 : -10, duration * 2, EasingTypes.InOutSine);
icon.MoveToY(-10, duration, EasingTypes.Out);
icon.ScaleTo(Vector2.One, duration, EasingTypes.Out);
using (icon.BeginDelayedSequence(duration))
{
icon.MoveToY(0, duration, EasingTypes.In);
icon.ScaleTo(new Vector2(1, 0.9f), duration, EasingTypes.In);
}
icon.Animate(
i => i.MoveToY(-10, duration, EasingTypes.Out).ScaleTo(1, duration, EasingTypes.Out)
).Then(
i => i.MoveToY(0, duration, EasingTypes.In).ScaleTo(new Vector2(1, 0.9f), duration, EasingTypes.In)
);
}
protected override bool OnHover(InputState state)

View File

@ -229,11 +229,7 @@ namespace osu.Game.Screens.Menu
buttonAreaBackground.ScaleTo(Vector2.One, 500, EasingTypes.Out);
buttonArea.FadeOut(300);
using (osuLogo.BeginDelayedSequence(150))
{
osuLogo.MoveTo(Vector2.Zero, 800, EasingTypes.OutExpo);
osuLogo.ScaleTo(1, 800, EasingTypes.OutExpo);
}
osuLogo.Delay(150).ScaleTo(1, 800, EasingTypes.OutExpo).MoveTo(Vector2.Zero, 800, EasingTypes.OutExpo);
foreach (Button b in buttonsTopLevel)
b.State = ButtonState.Contracted;

View File

@ -90,9 +90,8 @@ namespace osu.Game.Screens.Menu
private void flash(Drawable d, double beatLength, bool kiai, TrackAmplitudes amplitudes)
{
d.FadeTo(Math.Max(0, ((d.Equals(leftBox) ? amplitudes.LeftChannel : amplitudes.RightChannel) - amplitude_dead_zone) / (kiai ? kiai_multiplier : alpha_multiplier)), box_fade_in_time);
using (d.BeginDelayedSequence(box_fade_in_time))
d.FadeOut(beatLength, EasingTypes.In);
d.FadeTo(Math.Max(0, ((d.Equals(leftBox) ? amplitudes.LeftChannel : amplitudes.RightChannel) - amplitude_dead_zone) / (kiai ? kiai_multiplier : alpha_multiplier)), box_fade_in_time)
.Then().FadeOut(beatLength, EasingTypes.In);
}
}
}

View File

@ -237,34 +237,23 @@ namespace osu.Game.Screens.Menu
if (beatIndex < 0) return;
if (IsHovered)
{
using (BeginDelayedSequence(early_activation))
Schedule(() => sampleBeat.Play());
}
this.Delay(early_activation).Schedule(() => sampleBeat.Play());
logoBeatContainer.ScaleTo(1 - 0.02f * amplitudeAdjust, early_activation, EasingTypes.Out);
using (logoBeatContainer.BeginDelayedSequence(early_activation))
logoBeatContainer.ScaleTo(1, beatLength * 2, EasingTypes.OutQuint);
logoBeatContainer.ScaleTo(1 - 0.02f * amplitudeAdjust, early_activation, EasingTypes.Out)
.Then().ScaleTo(1, beatLength * 2, EasingTypes.OutQuint);
ripple.ClearTransforms();
ripple.ScaleTo(logoAmplitudeContainer.Scale);
ripple.Alpha = 0.15f * amplitudeAdjust;
ripple.ScaleTo(logoAmplitudeContainer.Scale * (1 + 0.04f * amplitudeAdjust), beatLength, EasingTypes.OutQuint);
ripple.FadeOut(beatLength, EasingTypes.OutQuint);
ripple.ScaleTo(logoAmplitudeContainer.Scale).ScaleTo(logoAmplitudeContainer.Scale * (1 + 0.04f * amplitudeAdjust), beatLength, EasingTypes.OutQuint);
ripple.FadeTo(0.15f * amplitudeAdjust).FadeOut(beatLength, EasingTypes.OutQuint);
if (effectPoint.KiaiMode && flashLayer.Alpha < 0.4f)
{
flashLayer.ClearTransforms();
visualizer.ClearTransforms();
flashLayer.FadeTo(0.2f * amplitudeAdjust, early_activation, EasingTypes.Out);
visualizer.FadeTo(0.9f * amplitudeAdjust, early_activation, EasingTypes.Out);
using (flashLayer.BeginDelayedSequence(early_activation))
flashLayer.FadeOut(beatLength);
using (visualizer.BeginDelayedSequence(early_activation))
visualizer.FadeTo(0.5f, beatLength);
flashLayer.FadeTo(0.2f * amplitudeAdjust, early_activation, EasingTypes.Out).Then().FadeOut(beatLength);
visualizer.FadeTo(0.9f * amplitudeAdjust, early_activation, EasingTypes.Out).Then().FadeTo(0.5f, beatLength);
}
}

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@ -98,10 +98,7 @@ namespace osu.Game.Screens.Play
// in the case a replay isn't loaded, we want some elements to only appear briefly.
if (!replayLoaded)
{
using (ModDisplay.BeginDelayedSequence(2000))
ModDisplay.FadeOut(200);
}
ModDisplay.Delay(2000).FadeOut(200);
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)

View File

@ -272,19 +272,14 @@ namespace osu.Game.Screens.Play
dimLevel.ValueChanged += newDim => Background?.FadeTo(1 - (float)newDim, 800);
Content.ScaleTo(0.7f);
Content.ScaleTo(0.7f).ScaleTo(1, 750, EasingTypes.OutQuint);
Content.Delay(250).FadeIn(250);
using (Content.BeginDelayedSequence(250))
Content.FadeIn(250);
Content.ScaleTo(1, 750, EasingTypes.OutQuint);
using (BeginDelayedSequence(750))
Schedule(() =>
{
if (!pauseContainer.IsPaused)
decoupledClock.Start();
});
this.Delay(750).Schedule(() =>
{
if (!pauseContainer.IsPaused)
decoupledClock.Start();
});
pauseContainer.Alpha = 0;
pauseContainer.FadeIn(750, EasingTypes.OutQuint);

View File

@ -67,20 +67,16 @@ namespace osu.Game.Screens.Ranking
modeChangeButtons.FadeOut();
currentPage.FadeOut();
circleOuterBackground.ScaleTo(1, transition_time, EasingTypes.OutQuint);
circleOuterBackground.FadeTo(1, transition_time, EasingTypes.OutQuint);
circleOuterBackground.FadeIn(transition_time, EasingTypes.OutQuint).ScaleTo(1, transition_time, EasingTypes.OutQuint);
using (BeginDelayedSequence(transition_time * 0.25f, true))
{
circleOuter.ScaleTo(1, transition_time, EasingTypes.OutQuint);
circleOuter.FadeTo(1, transition_time, EasingTypes.OutQuint);
circleOuter.FadeIn(transition_time, EasingTypes.OutQuint).ScaleTo(1, transition_time, EasingTypes.OutQuint);
using (BeginDelayedSequence(transition_time * 0.3f, true))
{
backgroundParallax.FadeIn(transition_time, EasingTypes.OutQuint);
circleInner.ScaleTo(1, transition_time, EasingTypes.OutQuint);
circleInner.FadeTo(1, transition_time, EasingTypes.OutQuint);
circleInner.FadeIn(transition_time, EasingTypes.OutQuint).ScaleTo(1, transition_time, EasingTypes.OutQuint);
using (BeginDelayedSequence(transition_time * 0.4f, true))
{