diff --git a/osu.Game.Rulesets.Osu/Mods/OsuMod.cs b/osu.Game.Rulesets.Osu/Mods/OsuMod.cs index 36429bbca5..0ed72db18c 100644 --- a/osu.Game.Rulesets.Osu/Mods/OsuMod.cs +++ b/osu.Game.Rulesets.Osu/Mods/OsuMod.cs @@ -49,35 +49,37 @@ protected void ApplyHiddenState(DrawableHitObject drawable, ArmedState state) if (!(drawable is DrawableOsuHitObject d)) return; - var fadeInTime = d.HitObject.StartTime - preEmpt; - var fadeIn = d.HitObject.StartTime - preEmpt * fade_in_speed_multiplier - fadeInTime; - var fadeOutTime = fadeInTime + fadeIn; - var fadeOut = d.HitObject.StartTime - preEmpt * fade_out_speed_multiplier - fadeOutTime; + var fadeInStartTime = d.HitObject.StartTime - preEmpt; + var fadeInDuration = preEmpt * fade_in_speed_multiplier; + + var fadeOutStartTime = fadeInStartTime + fadeInDuration; + var fadeOutDuration = preEmpt * fade_out_speed_multiplier; // new duration from completed fade in to end (before fading out) - var newDuration = ((d.HitObject as IHasEndTime)?.EndTime ?? d.HitObject.StartTime) - fadeOutTime; + var newDuration = ((d.HitObject as IHasEndTime)?.EndTime ?? d.HitObject.StartTime) - fadeOutStartTime; - d.FadeIn = fadeIn; + d.FadeIn = fadeInDuration; - using (drawable.BeginAbsoluteSequence(fadeInTime, true)) + using (drawable.BeginAbsoluteSequence(fadeInStartTime, true)) { switch (drawable) { case DrawableHitCircle circle: - circle.ApproachCircle.FadeOut(); + // we don't want to see the approach circle + circle.ApproachCircle.Hide(); // prolong the hitcircle long enough so misses are still possible - circle.LifetimeEnd = circle.HitObject.StartTime + Math.Max(fadeOut, circle.HitObject.HitWindowFor(HitResult.Miss)); - circle.FadeIn(fadeIn).Then().FadeOut(fadeOut); // override fade in as it somehow gets cut otherwise + circle.LifetimeEnd = circle.HitObject.StartTime + Math.Max(fadeOutDuration, circle.HitObject.HitWindowFor(HitResult.Miss)); + circle.FadeIn(fadeInDuration).Then().FadeOut(fadeOutDuration); // override fade in as it somehow gets cut otherwise break; case DrawableSlider slider: - using (slider.BeginAbsoluteSequence(fadeOutTime, true)) + using (slider.BeginAbsoluteSequence(fadeOutStartTime, true)) { slider.Body.FadeOut(newDuration, Easing.Out); // delay a bit less to let the sliderball fade out peacefully instead of having a hard cut - using (slider.BeginDelayedSequence(newDuration - fadeOut, true)) + using (slider.BeginDelayedSequence(newDuration - fadeOutDuration, true)) { - slider.Ball.FadeOut(fadeOut); - slider.Delay(fadeOut).Expire(); + slider.Ball.FadeOut(fadeOutDuration); + slider.Delay(fadeOutDuration).Expire(); } } break; @@ -86,17 +88,17 @@ protected void ApplyHiddenState(DrawableHitObject drawable, ArmedState state) spinner.Ticks.FadeOut(); spinner.Background.FadeOut(); - using (spinner.BeginAbsoluteSequence(fadeOutTime, true)) + using (spinner.BeginAbsoluteSequence(fadeOutStartTime, true)) { - var sequence = spinner.Delay(newDuration).FadeOut(fadeOut); + var sequence = spinner.Delay(newDuration).FadeOut(fadeOutDuration); // speed up the end sequence accordingly switch (state) { case ArmedState.Hit: - sequence.ScaleTo(spinner.Scale * 1.2f, fadeOut * 2, Easing.Out); + sequence.ScaleTo(spinner.Scale * 1.2f, fadeOutDuration * 2, Easing.Out); break; case ArmedState.Miss: - sequence.ScaleTo(spinner.Scale * 0.8f, fadeOut * 2, Easing.Out); + sequence.ScaleTo(spinner.Scale * 0.8f, fadeOutDuration * 2, Easing.Out); break; } sequence.Expire();