diff --git a/osu.Game.Rulesets.Taiko.Tests/TestSceneTaikoPlayfield.cs b/osu.Game.Rulesets.Taiko.Tests/TestSceneTaikoPlayfield.cs
index 6f9856df83..3c84d900a6 100644
--- a/osu.Game.Rulesets.Taiko.Tests/TestSceneTaikoPlayfield.cs
+++ b/osu.Game.Rulesets.Taiko.Tests/TestSceneTaikoPlayfield.cs
@@ -247,10 +247,6 @@ namespace osu.Game.Rulesets.Taiko.Tests
: base(hitObject)
{
}
-
- protected override void UpdateState(ArmedState state)
- {
- }
}
}
}
diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableBarLine.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableBarLine.cs
index f8909fb98c..bf89f7e15b 100644
--- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableBarLine.cs
+++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableBarLine.cs
@@ -53,9 +53,5 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
Alpha = 0.75f
});
}
-
- protected override void UpdateState(ArmedState state)
- {
- }
}
}
diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableDrumRoll.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableDrumRoll.cs
index 9b4df74a61..f4407a7b54 100644
--- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableDrumRoll.cs
+++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableDrumRoll.cs
@@ -88,13 +88,13 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
ApplyResult(r => r.Type = HitResult.Miss);
}
- protected override void UpdateState(ArmedState state)
+ protected override void UpdateStateTransforms(ArmedState state)
{
switch (state)
{
case ArmedState.Hit:
case ArmedState.Miss:
- this.FadeOut(100).Expire();
+ this.Delay(HitObject.Duration).FadeOut(100).Expire();
break;
}
}
diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableDrumRollTick.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableDrumRollTick.cs
index 9259c693d9..cef9a53deb 100644
--- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableDrumRollTick.cs
+++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableDrumRollTick.cs
@@ -39,7 +39,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
ApplyResult(r => r.Type = HitResult.Great);
}
- protected override void UpdateState(ArmedState state)
+ protected override void UpdateStateTransforms(ArmedState state)
{
switch (state)
{
diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs
index 34ae7db984..fa45067210 100644
--- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs
+++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs
@@ -92,56 +92,42 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
Size = BaseSize * Parent.RelativeChildSize;
}
- protected override void UpdateState(ArmedState state)
+ protected override void UpdateStateTransforms(ArmedState state)
{
- // TODO: update to use new state management.
- var circlePiece = MainPiece as CirclePiece;
- circlePiece?.FlashBox.FinishTransforms();
-
- var offset = !AllJudged ? 0 : Time.Current - HitObject.StartTime;
-
- using (BeginDelayedSequence(HitObject.StartTime - Time.Current + offset, true))
+ switch (state)
{
- switch (State.Value)
- {
- case ArmedState.Idle:
- validActionPressed = false;
+ case ArmedState.Idle:
+ validActionPressed = false;
- UnproxyContent();
- this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire();
- break;
+ UnproxyContent();
+ this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire();
+ break;
- case ArmedState.Miss:
- this.FadeOut(100)
- .Expire();
- break;
+ case ArmedState.Miss:
+ this.FadeOut(100)
+ .Expire();
+ break;
- case ArmedState.Hit:
- // If we're far enough away from the left stage, we should bring outselves in front of it
- ProxyContent();
+ case ArmedState.Hit:
+ // If we're far enough away from the left stage, we should bring outselves in front of it
+ ProxyContent();
- var flash = circlePiece?.FlashBox;
+ var flash = (MainPiece as CirclePiece)?.FlashBox;
+ flash?.FadeTo(0.9f).FadeOut(300);
- if (flash != null)
- {
- flash.FadeTo(0.9f);
- flash.FadeOut(300);
- }
+ const float gravity_time = 300;
+ const float gravity_travel_height = 200;
- const float gravity_time = 300;
- const float gravity_travel_height = 200;
+ this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad);
- this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad);
+ this.MoveToY(-gravity_travel_height, gravity_time, Easing.Out)
+ .Then()
+ .MoveToY(gravity_travel_height * 2, gravity_time * 2, Easing.In);
- this.MoveToY(-gravity_travel_height, gravity_time, Easing.Out)
- .Then()
- .MoveToY(gravity_travel_height * 2, gravity_time * 2, Easing.In);
+ this.FadeOut(800)
+ .Expire();
- this.FadeOut(800)
- .Expire();
-
- break;
- }
+ break;
}
}
diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableStrongNestedHit.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableStrongNestedHit.cs
index 98a2e8a721..108e42eea5 100644
--- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableStrongNestedHit.cs
+++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableStrongNestedHit.cs
@@ -18,9 +18,5 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
MainObject = mainObject;
}
-
- protected override void UpdateState(ArmedState state)
- {
- }
}
}
diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableSwell.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableSwell.cs
index 82448ec7d5..094ad1230f 100644
--- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableSwell.cs
+++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableSwell.cs
@@ -25,6 +25,11 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
private const float target_ring_scale = 5f;
private const float inner_ring_alpha = 0.65f;
+ ///
+ /// Offset away from the start time of the swell at which the ring starts appearing.
+ ///
+ private const double ring_appear_offset = 100;
+
private readonly List ticks = new List();
private readonly Container bodyContainer;
@@ -179,26 +184,34 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
}
}
- protected override void UpdateState(ArmedState state)
+ protected override void UpdateInitialTransforms()
{
- const float preempt = 100;
- const float out_transition_time = 300;
+ base.UpdateInitialTransforms();
+
+ using (BeginAbsoluteSequence(HitObject.StartTime - ring_appear_offset, true))
+ targetRing.ScaleTo(target_ring_scale, 400, Easing.OutQuint);
+ }
+
+ protected override void UpdateStateTransforms(ArmedState state)
+ {
+ const double transition_duration = 300;
switch (state)
{
case ArmedState.Idle:
- UnproxyContent();
expandingRing.FadeTo(0);
- using (BeginAbsoluteSequence(HitObject.StartTime - preempt, true))
- targetRing.ScaleTo(target_ring_scale, preempt * 4, Easing.OutQuint);
break;
case ArmedState.Miss:
case ArmedState.Hit:
- this.FadeOut(out_transition_time, Easing.Out);
- bodyContainer.ScaleTo(1.4f, out_transition_time);
+ using (BeginAbsoluteSequence(Time.Current, true))
+ {
+ this.FadeOut(transition_duration, Easing.Out);
+ bodyContainer.ScaleTo(1.4f, transition_duration);
+
+ Expire();
+ }
- Expire();
break;
}
}
@@ -212,9 +225,10 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
// Make the swell stop at the hit target
X = Math.Max(0, X);
- double t = Math.Min(HitObject.StartTime, Time.Current);
- if (t == HitObject.StartTime)
+ if (Time.Current >= HitObject.StartTime - ring_appear_offset)
ProxyContent();
+ else
+ UnproxyContent();
}
private bool? lastWasCentre;
diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableSwellTick.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableSwellTick.cs
index 41a8fd9a75..8b27d78101 100644
--- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableSwellTick.cs
+++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableSwellTick.cs
@@ -1,7 +1,6 @@
// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
-using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
@@ -21,10 +20,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
}
- protected override void UpdateState(ArmedState state)
- {
- }
-
public override bool OnPressed(TaikoAction action) => false;
}
}
diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs
index b46738c69a..a0a71a4c42 100644
--- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs
+++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs
@@ -78,6 +78,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
public abstract bool OnPressed(TaikoAction action);
public virtual bool OnReleased(TaikoAction action) => false;
+ protected override void UpdateInitialTransforms() => this.FadeIn();
+
private class ProxiedContentContainer : Container
{
public override double LifetimeStart => Parent?.LifetimeStart ?? base.LifetimeStart;
@@ -121,8 +123,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
}
}
- protected override bool UseTransformStateManagement => false;
-
// Normal and clap samples are handled by the drum
protected override IEnumerable GetSamples() => HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP);