Use RotationAbsolute instead

This commit is contained in:
Bartłomiej Dach 2020-07-05 02:12:26 +02:00
parent cd6bdcdb88
commit d229993e5c
1 changed files with 1 additions and 1 deletions

View File

@ -197,7 +197,7 @@ protected override void UpdateAfterChildren()
float targetScale = relativeCircleScale + (1 - relativeCircleScale) * Progress; float targetScale = relativeCircleScale + (1 - relativeCircleScale) * Progress;
Disc.Scale = new Vector2((float)Interpolation.Lerp(Disc.Scale.X, targetScale, Math.Clamp(Math.Abs(Time.Elapsed) / 100, 0, 1))); Disc.Scale = new Vector2((float)Interpolation.Lerp(Disc.Scale.X, targetScale, Math.Clamp(Math.Abs(Time.Elapsed) / 100, 0, 1)));
symbol.Rotation = (float)Interpolation.Lerp(symbol.Rotation, Disc.Rotation / 2, Math.Clamp(Math.Abs(Time.Elapsed) / 40, 0, 1)); symbol.Rotation = (float)Interpolation.Lerp(symbol.Rotation, Disc.RotationAbsolute / 2, Math.Clamp(Math.Abs(Time.Elapsed) / 40, 0, 1));
} }
protected override void UpdateInitialTransforms() protected override void UpdateInitialTransforms()