From 926c46dbd4b53bec23604347846fcf6868dbe00f Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Sat, 8 Oct 2016 13:05:15 +0900 Subject: [PATCH] Code formatting and slight changes to transitions. --- osu.Game/GameModes/Menu/Intro.cs | 4 ++-- osu.Game/GameModes/Menu/MainMenu.cs | 2 -- osu.Game/Overlays/Toolbar.cs | 4 ++-- 3 files changed, 4 insertions(+), 6 deletions(-) diff --git a/osu.Game/GameModes/Menu/Intro.cs b/osu.Game/GameModes/Menu/Intro.cs index 30ca6f931c..a379e6bee6 100644 --- a/osu.Game/GameModes/Menu/Intro.cs +++ b/osu.Game/GameModes/Menu/Intro.cs @@ -63,7 +63,7 @@ public override void Load() logo.ScaleTo(0); - logo.ScaleTo(1,5900, EasingTypes.OutQuint); + logo.ScaleTo(1, 5900, EasingTypes.OutQuint); logo.FadeIn(30000, EasingTypes.OutQuint); } @@ -82,7 +82,7 @@ protected override bool OnExiting(GameMode next) protected override void OnResuming(GameMode last) { //we are just an intro. if we are resumed, we just want to exit after a short delay (to allow the last mode to transition out). - Game.Scheduler.AddDelayed(Exit, 300); + Game.Scheduler.AddDelayed(Exit, 600); base.OnResuming(last); } diff --git a/osu.Game/GameModes/Menu/MainMenu.cs b/osu.Game/GameModes/Menu/MainMenu.cs index 8065ae57d7..8866362a52 100644 --- a/osu.Game/GameModes/Menu/MainMenu.cs +++ b/osu.Game/GameModes/Menu/MainMenu.cs @@ -1,8 +1,6 @@ //Copyright (c) 2007-2016 ppy Pty Ltd . //Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE -using osu.Framework.Audio.Sample; -using osu.Framework.Audio.Track; using osu.Framework.GameModes; using osu.Framework.GameModes.Testing; using osu.Framework.Graphics; diff --git a/osu.Game/Overlays/Toolbar.cs b/osu.Game/Overlays/Toolbar.cs index b89e471f21..6c77e127ed 100644 --- a/osu.Game/Overlays/Toolbar.cs +++ b/osu.Game/Overlays/Toolbar.cs @@ -41,11 +41,11 @@ public ToolbarState State { case ToolbarState.Hidden: MoveToY(-Size.Y, transition_time, EasingTypes.InQuint); - FadeOut(transition_time); + FadeOut(transition_time, EasingTypes.InQuint); break; case ToolbarState.Visible: MoveToY(0, transition_time, EasingTypes.OutQuint); - FadeIn(transition_time); + FadeIn(transition_time, EasingTypes.OutQuint); break; } }