mirror of
https://github.com/osukey/osukey.git
synced 2025-05-14 18:17:22 +09:00
Remove triangles skin specific implementation from base DrawableHit
This commit is contained in:
parent
49f530910c
commit
aa7d0e2c96
@ -201,12 +201,9 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
|||||||
break;
|
break;
|
||||||
|
|
||||||
case ArmedState.Hit:
|
case ArmedState.Hit:
|
||||||
// If we're far enough away from the left stage, we should bring outselves in front of it
|
// If we're far enough away from the left stage, we should bring ourselves in front of it
|
||||||
ProxyContent();
|
ProxyContent();
|
||||||
|
|
||||||
var flash = (MainPiece.Drawable as CirclePiece)?.FlashBox;
|
|
||||||
flash?.FadeTo(0.9f).FadeOut(300);
|
|
||||||
|
|
||||||
const float gravity_time = 300;
|
const float gravity_time = 300;
|
||||||
const float gravity_travel_height = 200;
|
const float gravity_travel_height = 200;
|
||||||
|
|
||||||
|
@ -76,7 +76,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Default
|
|||||||
|
|
||||||
private readonly Container background;
|
private readonly Container background;
|
||||||
|
|
||||||
public Box FlashBox;
|
private readonly Box flashBox;
|
||||||
|
|
||||||
protected CirclePiece()
|
protected CirclePiece()
|
||||||
{
|
{
|
||||||
@ -122,7 +122,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Default
|
|||||||
Masking = true,
|
Masking = true,
|
||||||
Children = new[]
|
Children = new[]
|
||||||
{
|
{
|
||||||
FlashBox = new Box
|
flashBox = new Box
|
||||||
{
|
{
|
||||||
Anchor = Anchor.Centre,
|
Anchor = Anchor.Centre,
|
||||||
Origin = Anchor.Centre,
|
Origin = Anchor.Centre,
|
||||||
@ -144,6 +144,25 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Default
|
|||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected override void LoadComplete()
|
||||||
|
{
|
||||||
|
base.LoadComplete();
|
||||||
|
|
||||||
|
drawableHitObject.ApplyCustomUpdateState += updateStateTransforms;
|
||||||
|
updateStateTransforms(drawableHitObject, drawableHitObject.State.Value);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
|
||||||
|
{
|
||||||
|
switch (state)
|
||||||
|
{
|
||||||
|
case ArmedState.Hit:
|
||||||
|
using (BeginAbsoluteSequence(drawableHitObject.HitStateUpdateTime))
|
||||||
|
flashBox?.FadeTo(0.9f).FadeOut(300);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private const float edge_alpha_kiai = 0.5f;
|
private const float edge_alpha_kiai = 0.5f;
|
||||||
|
|
||||||
private void resetEdgeEffects()
|
private void resetEdgeEffects()
|
||||||
@ -166,7 +185,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Default
|
|||||||
|
|
||||||
if (drawableHitObject.State.Value == ArmedState.Idle)
|
if (drawableHitObject.State.Value == ArmedState.Idle)
|
||||||
{
|
{
|
||||||
FlashBox
|
flashBox
|
||||||
.FadeTo(flash_opacity)
|
.FadeTo(flash_opacity)
|
||||||
.Then()
|
.Then()
|
||||||
.FadeOut(timingPoint.BeatLength * 0.75, Easing.OutSine);
|
.FadeOut(timingPoint.BeatLength * 0.75, Easing.OutSine);
|
||||||
|
Loading…
x
Reference in New Issue
Block a user