Adjust delay slightly

This commit is contained in:
Dean Herbert 2021-08-16 19:51:13 +09:00
parent 230c4eb247
commit de61cb8e6a

View File

@ -3,7 +3,6 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics;
using System.Linq; using System.Linq;
using osuTK; using osuTK;
using osuTK.Graphics; using osuTK.Graphics;
@ -130,8 +129,6 @@ namespace osu.Game.Overlays
if (SectionsContainer.LoadState > LoadState.NotLoaded) if (SectionsContainer.LoadState > LoadState.NotLoaded)
return; return;
Debug.Assert(SectionsContainer != null);
LoadComponentAsync(SectionsContainer, d => LoadComponentAsync(SectionsContainer, d =>
{ {
ContentContainer.Add(d); ContentContainer.Add(d);
@ -207,8 +204,13 @@ namespace osu.Game.Overlays
{ {
base.PopIn(); base.PopIn();
ContentContainer.MoveToX(ExpandedPosition, TRANSITION_LENGTH, Easing.OutQuint) ContentContainer.MoveToX(ExpandedPosition, TRANSITION_LENGTH, Easing.OutQuint);
.OnComplete(_ => ensureContentLoaded());
// delay load enough to ensure it doesn't overlap with the initial animation.
// this is done as there is still a brief stutter during load completion which is more visible if the transition is in progress.
// the eventual goal would be to remove the need for this by splitting up load into smaller work pieces, or fixing the remaining
// load complete overheads.
Scheduler.AddDelayed(ensureContentLoaded, TRANSITION_LENGTH / 3);
Sidebar?.MoveToX(0, TRANSITION_LENGTH, Easing.OutQuint); Sidebar?.MoveToX(0, TRANSITION_LENGTH, Easing.OutQuint);
this.FadeTo(1, TRANSITION_LENGTH, Easing.OutQuint); this.FadeTo(1, TRANSITION_LENGTH, Easing.OutQuint);