Update framework and fix compilation

Most issues were related to BeginLoopedSequence usage and lack of
"this." in front of transform helpers.
This commit is contained in:
Thomas Müller
2017-07-14 19:18:12 +03:00
parent fd58c6e835
commit a5e610a7ba
79 changed files with 220 additions and 247 deletions

View File

@ -119,12 +119,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
case ArmedState.Idle:
using (BeginDelayedSequence(duration + TIME_PREEMPT))
FadeOut(TIME_FADEOUT);
this.FadeOut(TIME_FADEOUT);
Expire(true);
break;
case ArmedState.Miss:
ApproachCircle.FadeOut(50);
FadeOut(TIME_FADEOUT / 5);
this.FadeOut(TIME_FADEOUT / 5);
Expire();
break;
case ArmedState.Hit:
@ -145,8 +145,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
circle.FadeOut();
number.FadeOut();
FadeOut(800);
ScaleTo(Scale * 1.5f, 400, EasingTypes.OutQuad);
this.FadeOut(800);
this.ScaleTo(Scale * 1.5f, 400, EasingTypes.OutQuad);
}
Expire();

View File

@ -4,6 +4,7 @@
using System.ComponentModel;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Judgements;
using osu.Framework.Graphics;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
@ -44,7 +45,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
protected virtual void UpdatePreemptState()
{
FadeIn(TIME_FADEIN);
this.FadeIn(TIME_FADEIN);
}
protected virtual void UpdateCurrentState(ArmedState state)

View File

@ -163,7 +163,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
body.FadeOut(160);
ball.FadeOut(160);
FadeOut(800);
this.FadeOut(800);
Expire();
}

View File

@ -62,12 +62,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
var animIn = Math.Min(150, sliderTick.StartTime - FadeInTime);
ScaleTo(0.5f);
ScaleTo(1.2f, animIn);
FadeIn(animIn);
this.ScaleTo(0.5f);
this.ScaleTo(1.2f, animIn);
this.FadeIn(animIn);
Delay(animIn);
ScaleTo(1, 150, EasingTypes.Out);
this.ScaleTo(1, 150, EasingTypes.Out);
Delay(-animIn);
}
@ -78,15 +78,15 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
case ArmedState.Idle:
Delay(FadeOutTime - sliderTick.StartTime);
FadeOut();
this.FadeOut();
break;
case ArmedState.Miss:
FadeOut(160);
FadeColour(Color4.Red, 80);
this.FadeOut(160);
this.FadeColour(Color4.Red, 80);
break;
case ArmedState.Hit:
FadeOut(120, EasingTypes.OutQuint);
ScaleTo(Scale * 1.5f, 120, EasingTypes.OutQuint);
this.FadeOut(120, EasingTypes.OutQuint);
this.ScaleTo(Scale * 1.5f, 120, EasingTypes.OutQuint);
break;
}
}

View File

@ -200,16 +200,16 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
Delay(spinner.Duration, true);
FadeOut(160);
this.FadeOut(160);
switch (state)
{
case ArmedState.Hit:
ScaleTo(Scale * 1.2f, 320, EasingTypes.Out);
this.ScaleTo(Scale * 1.2f, 320, EasingTypes.Out);
Expire();
break;
case ArmedState.Miss:
ScaleTo(Scale * 0.8f, 320, EasingTypes.In);
this.ScaleTo(Scale * 0.8f, 320, EasingTypes.In);
Expire();
break;
}

View File

@ -37,8 +37,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
protected override void LoadComplete()
{
base.LoadComplete();
using (icon.BeginLoopedSequence())
icon.RotateTo(360, 1000);
icon.Spin(1000);
}
public void UpdateProgress(double progress, int repeat)

View File

@ -133,7 +133,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
background.FadeTo(tracking_alpha, 250, EasingTypes.OutQuint);
}
RotateTo(currentRotation / 2, validAndTracking ? 500 : 1500, EasingTypes.OutExpo);
this.RotateTo(currentRotation / 2, validAndTracking ? 500 : 1500, EasingTypes.OutExpo);
}
}
}