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make transform duration for bubble a method instead of a variable
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@ -187,26 +187,26 @@ namespace osu.Game.Rulesets.Osu.Mods
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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 = Info.Colour.Darken(0.1f);
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// The absolute length of the bubble's animation, can be used in fractions for animations of partial length
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double getAnimationDuration = 1700 + Math.Pow(Info.FadeTime, 1.07f);
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// Main bubble scaling based on combo
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this.ScaleTo(Info.MaxSize, getAnimationDuration() * 0.8f)
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this.ScaleTo(Info.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(Info.MaxSize * 1.5f, getAnimationDuration() * 0.2f, Easing.OutQuint)
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.FadeOutFromOne(getAnimationDuration() * 0.2f, Easing.OutCirc).Expire();
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.ScaleTo(Info.MaxSize * 1.5f, getAnimationDuration * 0.2f, Easing.OutQuint)
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.FadeOutFromOne(getAnimationDuration * 0.2f, Easing.OutCirc).Expire();
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if (Info.IsHit)
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{
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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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content.TransformTo(nameof(BorderColour), colourDarker, getAnimationDuration * 0.3f, Easing.OutQuint);
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// Ripple effect utilises the border to reduce drawable count
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content.TransformTo(nameof(BorderThickness), 2f, getAnimationDuration() * 0.3f, Easing.OutQuint)
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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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// The absolute length of the bubble's animation, can be used in fractions for animations of partial length
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double getAnimationDuration() => 1700 + Math.Pow(Info.FadeTime, 1.07f);
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}
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}
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