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Fix backgrounds being transparent in some scaling modes
by replacing `.FadeTo` at the necessary places with `.FadeColour`. restoring the `.FadeColour` in `fadeOut` of the Player Screen which is ran in every exit scenario.
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@ -401,6 +401,7 @@ namespace osu.Game.Screens.Play
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{
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{
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float fadeOutDuration = instant ? 0 : 250;
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float fadeOutDuration = instant ? 0 : 250;
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Content.FadeOut(fadeOutDuration);
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Content.FadeOut(fadeOutDuration);
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Background?.FadeColour(OsuColour.Gray(1f), fadeOutDuration, Easing.OutQuint);
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}
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}
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protected override bool OnScroll(ScrollEvent e) => mouseWheelDisabled.Value && !pauseContainer.IsPaused;
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protected override bool OnScroll(ScrollEvent e) => mouseWheelDisabled.Value && !pauseContainer.IsPaused;
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@ -438,7 +439,7 @@ namespace osu.Game.Screens.Play
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.FadeTo(storyboardVisible && BackgroundOpacity > 0 ? 1 : 0, BACKGROUND_FADE_DURATION, Easing.OutQuint);
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.FadeTo(storyboardVisible && BackgroundOpacity > 0 ? 1 : 0, BACKGROUND_FADE_DURATION, Easing.OutQuint);
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if (storyboardVisible && beatmap.Storyboard.ReplacesBackground)
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if (storyboardVisible && beatmap.Storyboard.ReplacesBackground)
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Background?.FadeTo(0, BACKGROUND_FADE_DURATION, Easing.OutQuint);
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Background?.FadeColour(OsuColour.Gray(0f), BACKGROUND_FADE_DURATION, Easing.OutQuint);
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}
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}
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protected virtual Results CreateResults(ScoreInfo score) => new SoloResults(score);
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protected virtual Results CreateResults(ScoreInfo score) => new SoloResults(score);
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@ -6,6 +6,7 @@ using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Screens;
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using osu.Framework.Screens;
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using osu.Game.Configuration;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Screens.Backgrounds;
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using osu.Game.Screens.Backgrounds;
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using osuTK;
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using osuTK;
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@ -67,7 +68,7 @@ namespace osu.Game.Screens.Play
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{
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{
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if (!IsCurrentScreen) return;
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if (!IsCurrentScreen) return;
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Background?.FadeTo(BackgroundOpacity, BACKGROUND_FADE_DURATION, Easing.OutQuint);
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Background?.FadeColour(OsuColour.Gray(BackgroundOpacity), BACKGROUND_FADE_DURATION, Easing.OutQuint);
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Background?.BlurTo(new Vector2((float)BlurLevel.Value * 25), BACKGROUND_FADE_DURATION, Easing.OutQuint);
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Background?.BlurTo(new Vector2((float)BlurLevel.Value * 25), BACKGROUND_FADE_DURATION, Easing.OutQuint);
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}
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}
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}
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}
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