Update existing implementations

This commit is contained in:
Dean Herbert
2020-11-04 16:19:07 +09:00
parent 68b7efe4d5
commit a3dc1d5730
18 changed files with 58 additions and 90 deletions

View File

@ -164,19 +164,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
ApproachCircle.Expire(true);
}
protected override void UpdateStateTransforms(ArmedState state)
protected override void UpdateHitStateTransforms(ArmedState state)
{
base.UpdateStateTransforms(state);
Debug.Assert(HitObject.HitWindows != null);
switch (state)
{
case ArmedState.Idle:
this.Delay(HitObject.TimePreempt).FadeOut(500);
Expire(true);
HitArea.HitAction = null;
break;

View File

@ -51,17 +51,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
protected virtual void Shake(double maximumLength) => shakeContainer.Shake(maximumLength);
protected override void UpdateStateTransforms(ArmedState state)
protected override void UpdateInitialTransforms()
{
base.UpdateStateTransforms(state);
base.UpdateInitialTransforms();
switch (state)
{
case ArmedState.Idle:
// Manually set to reduce the number of future alive objects to a bare minimum.
LifetimeStart = HitObject.StartTime - HitObject.TimePreempt;
break;
}
// Manually set to reduce the number of future alive objects to a bare minimum.
LifetimeStart = HitObject.StartTime - HitObject.TimePreempt;
}
/// <summary>

View File

@ -253,29 +253,31 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
base.PlaySamples();
}
protected override void UpdateStateTransforms(ArmedState state)
protected override void UpdateStartTimeStateTransforms()
{
base.UpdateStateTransforms(state);
base.UpdateStartTimeStateTransforms();
Ball.FadeIn();
Ball.ScaleTo(HitObject.Scale);
}
using (BeginDelayedSequence(slider.Duration, true))
protected override void UpdateHitStateTransforms(ArmedState state)
{
base.UpdateHitStateTransforms(state);
const float fade_out_time = 450;
// intentionally pile on an extra FadeOut to make it happen much faster.
Ball.FadeOut(fade_out_time / 4, Easing.Out);
switch (state)
{
const float fade_out_time = 450;
// intentionally pile on an extra FadeOut to make it happen much faster.
Ball.FadeOut(fade_out_time / 4, Easing.Out);
switch (state)
{
case ArmedState.Hit:
Ball.ScaleTo(HitObject.Scale * 1.4f, fade_out_time, Easing.Out);
break;
}
this.FadeOut(fade_out_time, Easing.OutQuint);
case ArmedState.Hit:
Ball.ScaleTo(HitObject.Scale * 1.4f, fade_out_time, Easing.Out);
break;
}
this.FadeOut(fade_out_time, Easing.OutQuint);
}
public Drawable ProxiedLayer => HeadCircle.ProxiedLayer;

View File

@ -77,9 +77,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
);
}
protected override void UpdateStateTransforms(ArmedState state)
protected override void UpdateHitStateTransforms(ArmedState state)
{
base.UpdateStateTransforms(state);
base.UpdateHitStateTransforms(state);
switch (state)
{

View File

@ -67,9 +67,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
circlePiece.FadeInFromZero(HitObject.TimeFadeIn);
}
protected override void UpdateStateTransforms(ArmedState state)
protected override void UpdateHitStateTransforms(ArmedState state)
{
base.UpdateStateTransforms(state);
base.UpdateHitStateTransforms(state);
Debug.Assert(HitObject.HitWindows != null);
@ -77,8 +77,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
case ArmedState.Idle:
this.Delay(HitObject.TimePreempt).FadeOut(500);
Expire(true);
break;
case ArmedState.Miss:

View File

@ -72,9 +72,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
this.ScaleTo(0.5f).ScaleTo(1f, ANIM_DURATION * 4, Easing.OutElasticHalf);
}
protected override void UpdateStateTransforms(ArmedState state)
protected override void UpdateHitStateTransforms(ArmedState state)
{
base.UpdateStateTransforms(state);
base.UpdateHitStateTransforms(state);
switch (state)
{

View File

@ -142,12 +142,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
}
}
protected override void UpdateStateTransforms(ArmedState state)
protected override void UpdateHitStateTransforms(ArmedState state)
{
base.UpdateStateTransforms(state);
base.UpdateHitStateTransforms(state);
using (BeginDelayedSequence(Spinner.Duration, true))
this.FadeOut(160);
this.FadeOut(160);
// skin change does a rewind of transforms, which will stop the spinning sound from playing if it's currently in playback.
isSpinning?.TriggerChange();