mirror of https://github.com/ppy/osu
Use stored hold note break time to fade upon it
This commit is contained in:
parent
b62bf5798d
commit
a199a957cc
|
@ -23,6 +23,12 @@ public class LegacyBodyPiece : LegacyManiaColumnElement
|
|||
private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
|
||||
private readonly IBindable<bool> isHitting = new Bindable<bool>();
|
||||
|
||||
/// <summary>
|
||||
/// Stores the start time of the fade animation that plays when any of the nested
|
||||
/// hitobjects of the hold note are missed.
|
||||
/// </summary>
|
||||
private readonly Bindable<double?> missFadeTime = new Bindable<double?>();
|
||||
|
||||
[CanBeNull]
|
||||
private Drawable bodySprite;
|
||||
|
||||
|
@ -105,36 +111,16 @@ protected override void LoadComplete()
|
|||
|
||||
direction.BindValueChanged(onDirectionChanged, true);
|
||||
isHitting.BindValueChanged(onIsHittingChanged, true);
|
||||
missFadeTime.BindValueChanged(onMissFadeTimeChanged, true);
|
||||
|
||||
holdNote.ApplyCustomUpdateState += applyCustomUpdateState;
|
||||
applyCustomUpdateState(holdNote, holdNote.State.Value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stores the start time of the fade animation that plays when any of the nested
|
||||
/// hitobjects of the hold note are missed.
|
||||
/// </summary>
|
||||
private double? missFadeTime;
|
||||
|
||||
private void applyCustomUpdateState(DrawableHitObject hitObject, ArmedState state)
|
||||
{
|
||||
if (state == ArmedState.Miss)
|
||||
missFadeTime = hitObject.StateUpdateTime;
|
||||
|
||||
if (missFadeTime == null)
|
||||
return;
|
||||
|
||||
// this state update could come from any nested object of the hold note.
|
||||
// make sure the transforms are consistent across all affected parts
|
||||
// even if they're idle.
|
||||
using (BeginAbsoluteSequence(missFadeTime.Value))
|
||||
{
|
||||
// colour and duration matches stable
|
||||
// transforms not applied to entire hold note in order to not affect hit lighting
|
||||
holdNote.Head.FadeColour(Colour4.DarkGray, 60);
|
||||
bodySprite?.FadeColour(Colour4.DarkGray, 60);
|
||||
holdNote.Tail.FadeColour(Colour4.DarkGray, 60);
|
||||
}
|
||||
missFadeTime.Value ??= hitObject.StateUpdateTime;
|
||||
}
|
||||
|
||||
private void onIsHittingChanged(ValueChangedEvent<bool> isHitting)
|
||||
|
@ -196,6 +182,29 @@ private void onDirectionChanged(ValueChangedEvent<ScrollingDirection> direction)
|
|||
}
|
||||
}
|
||||
|
||||
private void onMissFadeTimeChanged(ValueChangedEvent<double?> missFadeTimeChange)
|
||||
{
|
||||
if (missFadeTimeChange.NewValue == null)
|
||||
return;
|
||||
|
||||
// this update could come from any nested object of the hold note (or even from an input).
|
||||
// make sure the transforms are consistent across all affected parts.
|
||||
using (BeginAbsoluteSequence(missFadeTimeChange.NewValue.Value))
|
||||
{
|
||||
// colour and duration matches stable
|
||||
// transforms not applied to entire hold note in order to not affect hit lighting
|
||||
holdNote.Head.FadeColour(Colour4.DarkGray, 60);
|
||||
holdNote.Tail.FadeColour(Colour4.DarkGray, 60);
|
||||
bodySprite?.FadeColour(Colour4.DarkGray, 60);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
missFadeTime.Value ??= holdNote.HoldBrokenTime;
|
||||
}
|
||||
|
||||
protected override void Dispose(bool isDisposing)
|
||||
{
|
||||
base.Dispose(isDisposing);
|
||||
|
|
Loading…
Reference in New Issue