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https://github.com/ppy/osu
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Code cleanup pass:
Make bubble transform logic more sane. Extract bubble `getPosition()` method. Address poorly named variables.
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@ -45,7 +45,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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private readonly Bindable<int> currentCombo = new BindableInt();
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private float maxSize;
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private float bubbleRadius;
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private float bubbleSize;
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private double bubbleFade;
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private readonly DrawablePool<BubbleDrawable> bubblePool = new DrawablePool<BubbleDrawable>(100);
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@ -63,7 +63,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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// Multiplying by 2 results in an initial size that is too large, hence 1.90 has been chosen
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// Also avoids the HitObject bleeding around the edges of the bubble drawable at minimum size
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bubbleRadius = (float)(drawableRuleset.Beatmap.HitObjects.OfType<HitCircle>().First().Radius * 1.90f);
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bubbleSize = (float)(drawableRuleset.Beatmap.HitObjects.OfType<HitCircle>().First().Radius * 1.90f);
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bubbleFade = drawableRuleset.Beatmap.HitObjects.OfType<HitCircle>().First().TimePreempt * 2;
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// We want to hide the judgements since they are obscured by the BubbleDrawable (due to layering)
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@ -96,7 +96,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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BubbleDrawable bubble = bubblePool.Get();
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bubble.DrawableOsuHitObject = drawableOsuHitObject;
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bubble.InitialSize = new Vector2(bubbleRadius);
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bubble.InitialSize = new Vector2(bubbleSize);
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bubble.FadeTime = bubbleFade;
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bubble.MaxSize = maxSize;
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@ -122,9 +122,11 @@ namespace osu.Game.Rulesets.Osu.Mods
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public DrawableOsuHitObject? DrawableOsuHitObject { get; set; }
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public Vector2 InitialSize { get; set; }
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public double FadeTime { get; set; }
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public float MaxSize { get; set; }
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public double FadeTime { get; set; }
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private readonly Box colourBox;
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private readonly CircularContainer content;
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@ -155,12 +157,9 @@ namespace osu.Game.Rulesets.Osu.Mods
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Debug.Assert(DrawableOsuHitObject.IsNotNull());
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Colour = DrawableOsuHitObject.IsHit ? Colour4.White : Colour4.Black;
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Alpha = 1;
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Scale = new Vector2(1);
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Position = getPosition();
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Position = getPosition(DrawableOsuHitObject);
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Size = InitialSize;
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content.BorderThickness = InitialSize.X / 3.5f;
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content.BorderColour = Colour4.White;
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//We want to fade to a darker colour to avoid colours such as white hiding the "ripple" effect.
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ColourInfo colourDarker = DrawableOsuHitObject.AccentColour.Value.Darken(0.1f);
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@ -169,7 +168,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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double getAnimationDuration = 1700 + Math.Pow(FadeTime, 1.07f);
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// Main bubble scaling based on combo
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this.ScaleTo(MaxSize, getAnimationDuration * 0.8f)
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this.FadeTo(1)
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.ScaleTo(MaxSize, getAnimationDuration * 0.8f)
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.Then()
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// Pop at the end of the bubbles life time
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.ScaleTo(MaxSize * 1.5f, getAnimationDuration * 0.2f, Easing.OutQuint)
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@ -177,6 +177,9 @@ namespace osu.Game.Rulesets.Osu.Mods
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if (!DrawableOsuHitObject.IsHit) return;
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content.BorderThickness = InitialSize.X / 3.5f;
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content.BorderColour = Colour4.White;
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colourBox.FadeColour(colourDarker);
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content.TransformTo(nameof(BorderColour), colourDarker, getAnimationDuration * 0.3f, Easing.OutQuint);
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@ -184,23 +187,23 @@ namespace osu.Game.Rulesets.Osu.Mods
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content.TransformTo(nameof(BorderThickness), 2f, getAnimationDuration * 0.3f, Easing.OutQuint)
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// Avoids transparency overlap issues during the bubble "pop"
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.Then().Schedule(() => content.BorderThickness = 0);
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}
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Vector2 getPosition()
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private Vector2 getPosition(DrawableOsuHitObject drawableOsuHitObject)
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{
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switch (drawableOsuHitObject)
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{
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switch (DrawableOsuHitObject)
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{
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// SliderHeads are derived from HitCircles,
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// so we must handle them before to avoid them using the wrong positioning logic
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case DrawableSliderHead:
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return DrawableOsuHitObject.HitObject.Position;
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// SliderHeads are derived from HitCircles,
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// so we must handle them before to avoid them using the wrong positioning logic
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case DrawableSliderHead:
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return drawableOsuHitObject.HitObject.Position;
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// Using hitobject position will cause issues with HitCircle placement due to stack leniency.
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case DrawableHitCircle:
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return DrawableOsuHitObject.Position;
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// Using hitobject position will cause issues with HitCircle placement due to stack leniency.
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case DrawableHitCircle:
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return drawableOsuHitObject.Position;
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default:
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return DrawableOsuHitObject.HitObject.Position;
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}
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default:
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return drawableOsuHitObject.HitObject.Position;
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}
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}
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}
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