Adjust transform logic to match osu-stable (and add TODOs for remaining oversights)

This commit is contained in:
Dean Herbert 2022-07-15 17:01:01 +09:00
parent 0ade8db550
commit 7ed4eb5815

View File

@ -1,10 +1,10 @@
// 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.
using System;
using System.Diagnostics;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Osu.Objects.Drawables;
namespace osu.Game.Rulesets.Osu.Skinning.Legacy
{
@ -28,28 +28,28 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
if (ParentObject.Judged)
return;
const float scale_duration = 180f;
const float fade_duration = 90f;
double remainingTime = ParentObject.HitStateUpdateTime - Time.Current;
double maxScaleDuration = ParentObject.HitStateUpdateTime - Time.Current;
double realScaleDuration = scale_duration;
if (tracking.NewValue && maxScaleDuration < realScaleDuration && maxScaleDuration >= 0)
realScaleDuration = maxScaleDuration;
double realFadeDuration = fade_duration * realScaleDuration / fade_duration;
this.ScaleTo(tracking.NewValue ? DrawableSliderBall.FOLLOW_AREA : 1f, realScaleDuration, Easing.OutQuad)
.FadeTo(tracking.NewValue ? 1f : 0f, realFadeDuration, Easing.OutQuad);
// Note that the scale adjust here is 2 instead of DrawableSliderBall.FOLLOW_AREA to match legacy behaviour.
// This means the actual tracking area for gameplay purposes is larger than the sprite (but skins may be accounting for this).
if (tracking.NewValue)
{
// TODO: Follow circle should bounce on each slider tick.
this.ScaleTo(0.5f).ScaleTo(2f, Math.Min(180f, remainingTime), Easing.Out)
.FadeTo(0).FadeTo(1f, Math.Min(60f, remainingTime));
}
else
{
// TODO: Should animate only at the next slider tick if we want to match stable perfectly.
this.ScaleTo(4f, 100)
.FadeTo(0f, 100);
}
}
protected override void OnSliderEnd()
{
const float shrink_duration = 200f;
const float fade_delay = 175f;
const float fade_duration = 35f;
this.ScaleTo(DrawableSliderBall.FOLLOW_AREA * 0.75f, shrink_duration, Easing.OutQuad)
.Delay(fade_delay)
.FadeOut(fade_duration);
this.ScaleTo(1.6f, 200, Easing.Out)
.FadeOut(200, Easing.In);
}
}
}