Switch to using immediate transforms to make rewind handle better

This commit is contained in:
Dean Herbert 2022-12-02 17:32:57 +09:00
parent 47855de6ab
commit ebc75d40d2

View File

@ -1,6 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text. // See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Audio.Track; using osu.Framework.Audio.Track;
using osu.Framework.Graphics; using osu.Framework.Graphics;
@ -18,16 +19,17 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
{ {
private bool isKiaiActive; private bool isKiaiActive;
private Sprite sprite = null!;
[BackgroundDependencyLoader(true)] [BackgroundDependencyLoader(true)]
private void load(ISkinSource skin, HealthProcessor? healthProcessor) private void load(ISkinSource skin, HealthProcessor? healthProcessor)
{ {
Alpha = 0; Child = sprite = new Sprite
Child = new Sprite
{ {
Texture = skin.GetTexture("taiko-glow"), Texture = skin.GetTexture("taiko-glow"),
Origin = Anchor.Centre, Origin = Anchor.Centre,
Anchor = Anchor.Centre, Anchor = Anchor.Centre,
Alpha = 0,
Scale = new Vector2(0.7f), Scale = new Vector2(0.7f),
Colour = new Colour4(255, 228, 0, 255), Colour = new Colour4(255, 228, 0, 255),
}; };
@ -36,26 +38,28 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
healthProcessor.NewJudgement += onNewJudgement; healthProcessor.NewJudgement += onNewJudgement;
} }
protected override void Update()
{
base.Update();
if (isKiaiActive)
sprite.Alpha = (float)Math.Min(1, sprite.Alpha + Math.Abs(Clock.ElapsedFrameTime) / 100f);
else
sprite.Alpha = (float)Math.Max(0, sprite.Alpha - Math.Abs(Clock.ElapsedFrameTime) / 600f);
}
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
isKiaiActive = effectPoint.KiaiMode;
}
private void onNewJudgement(JudgementResult result) private void onNewJudgement(JudgementResult result)
{ {
if (!result.IsHit || !isKiaiActive) if (!result.IsHit || !isKiaiActive)
return; return;
this.ScaleTo(1.2f).Then() sprite.ScaleTo(0.85f).Then()
.ScaleTo(1f, 80, Easing.OutQuad); .ScaleTo(0.7f, 80, Easing.OutQuad);
}
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
if (effectPoint.KiaiMode == isKiaiActive)
return;
isKiaiActive = effectPoint.KiaiMode;
if (isKiaiActive)
this.FadeIn(180);
else
this.FadeOut(180);
} }
} }
} }