mirror of https://github.com/ppy/osu
Fix kiai flash being visible and incorrectly sized during hit animation
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@ -44,7 +44,7 @@ public partial class ArgonMainCirclePiece : CompositeDrawable
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private readonly IBindable<Color4> accentColour = new Bindable<Color4>();
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private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
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private readonly FlashPiece flash;
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private readonly KiaiFlash kiaiFlash;
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private readonly Container kiaiContainer;
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private Bindable<bool> configHitLighting = null!;
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@ -83,11 +83,13 @@ public ArgonMainCirclePiece(bool withOuterFill)
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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new CircularContainer
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kiaiContainer = new CircularContainer
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{
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Masking = true,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = Size,
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Child = kiaiFlash = new KiaiFlash
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Child = new KiaiFlash
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{
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RelativeSizeAxes = Axes.Both,
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}
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@ -129,7 +131,7 @@ protected override void LoadComplete()
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outerGradient.ClearTransforms(targetMember: nameof(Colour));
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outerGradient.Colour = ColourInfo.GradientVertical(colour.NewValue, colour.NewValue.Darken(0.1f));
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kiaiFlash.Colour = colour.NewValue;
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kiaiContainer.Colour = colour.NewValue;
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outerFill.Colour = innerFill.Colour = colour.NewValue.Darken(4);
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innerGradient.Colour = ColourInfo.GradientVertical(colour.NewValue.Darken(0.5f), colour.NewValue.Darken(0.6f));
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flash.Colour = colour.NewValue;
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@ -191,6 +193,11 @@ private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedSta
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// gradient layers.
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border.ResizeTo(Size * shrink_size + new Vector2(border.BorderThickness), resize_duration, Easing.OutElasticHalf);
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// Kiai flash should track the overall size but also be cleaned up quite fast, so we don't get additional
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// flashes after the hit animation is already in a mostly-completed state.
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kiaiContainer.ResizeTo(Size * shrink_size, resize_duration, Easing.OutElasticHalf);
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kiaiContainer.FadeOut(flash_in_duration, Easing.OutQuint);
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// The outer gradient is resize with a slight delay from the border.
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// This is to give it a bomb-like effect, with the border "triggering" its animation when getting close.
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using (BeginDelayedSequence(flash_in_duration / 12))
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