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

@ -65,10 +65,10 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
base.LoadComplete();
Delay(BarLine.StartTime - Time.Current);
FadeOut(base_fadeout_time * BarLine.ScrollTime / 1000);
this.FadeOut(base_fadeout_time * BarLine.ScrollTime / 1000);
}
private void updateScrollPosition(double time) => MoveToX((float)((BarLine.StartTime - time) / BarLine.ScrollTime));
private void updateScrollPosition(double time) => this.MoveToX((float)((BarLine.StartTime - time) / BarLine.ScrollTime));
protected override void Update()
{

View File

@ -77,10 +77,10 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
Delay(HitObject.HitWindowMiss);
break;
case ArmedState.Miss:
FadeOut(100);
this.FadeOut(100);
break;
case ArmedState.Hit:
FadeOut(600);
this.FadeOut(600);
var flash = circlePiece?.FlashBox;
if (flash != null)
@ -90,16 +90,16 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
}
FadeOut(800);
this.FadeOut(800);
const float gravity_time = 300;
const float gravity_travel_height = 200;
Content.ScaleTo(0.8f, gravity_time * 2, EasingTypes.OutQuad);
MoveToY(-gravity_travel_height, gravity_time, EasingTypes.Out);
this.MoveToY(-gravity_travel_height, gravity_time, EasingTypes.Out);
Delay(gravity_time, true);
MoveToY(gravity_travel_height * 2, gravity_time * 2, EasingTypes.In);
this.MoveToY(gravity_travel_height * 2, gravity_time * 2, EasingTypes.In);
break;
}

View File

@ -198,7 +198,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
break;
}
FadeOut(out_transition_time, EasingTypes.Out);
this.FadeOut(out_transition_time, EasingTypes.Out);
Expire();
}

View File

@ -6,6 +6,7 @@ using osu.Game.Rulesets.Objects.Drawables;
using osu.Framework.Allocation;
using osu.Game.Graphics;
using osu.Game.Rulesets.Judgements;
using osu.Framework.Graphics;
namespace osu.Game.Rulesets.Taiko.UI
{
@ -47,7 +48,7 @@ namespace osu.Game.Rulesets.Taiko.UI
switch (Judgement.Result)
{
case HitResult.Hit:
MoveToY(-100, 500);
this.MoveToY(-100, 500);
break;
}

View File

@ -62,8 +62,8 @@ namespace osu.Game.Rulesets.Taiko.UI
{
base.LoadComplete();
ScaleTo(3f, 1000, EasingTypes.OutQuint);
FadeOut(500);
this.ScaleTo(3f, 1000, EasingTypes.OutQuint);
this.FadeOut(500);
Expire();
}
@ -73,7 +73,7 @@ namespace osu.Game.Rulesets.Taiko.UI
/// </summary>
public void VisualiseSecondHit()
{
ResizeTo(new Vector2(TaikoPlayfield.HIT_TARGET_OFFSET + TaikoHitObject.DEFAULT_STRONG_CIRCLE_DIAMETER), 50);
this.ResizeTo(new Vector2(TaikoPlayfield.HIT_TARGET_OFFSET + TaikoHitObject.DEFAULT_STRONG_CIRCLE_DIAMETER), 50);
}
}
}

View File

@ -59,8 +59,8 @@ namespace osu.Game.Rulesets.Taiko.UI
{
base.LoadComplete();
ScaleTo(new Vector2(1, 3f), 500, EasingTypes.OutQuint);
FadeOut(250);
this.ScaleTo(new Vector2(1, 3f), 500, EasingTypes.OutQuint);
this.FadeOut(250);
Expire();
}