SImplify everything

This commit is contained in:
Dean Herbert 2017-12-29 18:48:10 +09:00
parent 0ae00cbd17
commit dd2ae3f701

View File

@ -60,55 +60,58 @@ namespace osu.Game.Rulesets.Osu.Mods
d.FadeIn = fadeInDuration;
using (drawable.BeginAbsoluteSequence(fadeInStartTime, true))
switch (drawable)
{
switch (drawable)
{
case DrawableHitCircle circle:
// we don't want to see the approach circle
circle.ApproachCircle.Hide();
case DrawableHitCircle circle:
// 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(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(fadeOutStartTime, true))
// prolong the hitcircle long enough so misses are still possible
circle.LifetimeEnd = circle.HitObject.StartTime + Math.Max(fadeOutDuration, circle.HitObject.HitWindowFor(HitResult.Miss));
// fade out immediately after fade in.
using (drawable.BeginAbsoluteSequence(fadeInStartTime + fadeInDuration, true))
circle.FadeOut(fadeOutDuration);
break;
case DrawableSlider slider:
using (slider.BeginAbsoluteSequence(fadeOutStartTime, true))
{
slider.Body.FadeOut(longFadeDuration, Easing.Out);
// delay a bit less to let the sliderball fade out peacefully instead of having a hard cut
using (slider.BeginDelayedSequence(longFadeDuration - fadeOutDuration, true))
{
slider.Body.FadeOut(longFadeDuration, Easing.Out);
// delay a bit less to let the sliderball fade out peacefully instead of having a hard cut
using (slider.BeginDelayedSequence(longFadeDuration - fadeOutDuration, true))
{
slider.Ball.FadeOut(fadeOutDuration);
slider.Delay(fadeOutDuration).Expire();
}
slider.Ball.FadeOut(fadeOutDuration);
slider.Delay(fadeOutDuration).Expire();
}
break;
case DrawableSpinner spinner:
spinner.Disc.FadeOut();
spinner.Ticks.FadeOut();
spinner.Background.FadeOut();
}
using (spinner.BeginAbsoluteSequence(fadeOutStartTime, true))
break;
case DrawableSpinner spinner:
// hide elements we don't care about.
spinner.Disc.Hide();
spinner.Ticks.Hide();
spinner.Background.Hide();
using (spinner.BeginAbsoluteSequence(fadeOutStartTime + longFadeDuration, true))
{
spinner.FadeOut(fadeOutDuration);
// speed up the end sequence accordingly
switch (state)
{
var sequence = spinner.Delay(longFadeDuration).FadeOut(fadeOutDuration);
// speed up the end sequence accordingly
switch (state)
{
case ArmedState.Hit:
sequence.ScaleTo(spinner.Scale * 1.2f, fadeOutDuration * 2, Easing.Out);
break;
case ArmedState.Miss:
sequence.ScaleTo(spinner.Scale * 0.8f, fadeOutDuration * 2, Easing.Out);
break;
}
sequence.Expire();
case ArmedState.Hit:
spinner.ScaleTo(spinner.Scale * 1.2f, fadeOutDuration * 2, Easing.Out);
break;
case ArmedState.Miss:
spinner.ScaleTo(spinner.Scale * 0.8f, fadeOutDuration * 2, Easing.Out);
break;
}
break;
}
spinner.Expire();
}
break;
}
}
}