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

@ -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;