Tweak slider ball fade to be less present after slider ends

This commit is contained in:
Dean Herbert 2022-09-19 16:07:16 +09:00
parent 4f1530c2db
commit edc624c4be
1 changed files with 56 additions and 2 deletions

View File

@ -1,11 +1,14 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osuTK;
using osuTK.Graphics;
@ -16,6 +19,11 @@ public class ArgonSliderBall : CircularContainer
private readonly Box fill;
private readonly SpriteIcon icon;
private readonly Vector2 defaultIconScale = new Vector2(0.6f, 0.8f);
[Resolved(canBeNull: true)]
private DrawableHitObject? parentObject { get; set; }
public ArgonSliderBall()
{
Size = new Vector2(ArgonMainCirclePiece.OUTER_GRADIENT_SIZE);
@ -37,7 +45,7 @@ public ArgonSliderBall()
icon = new SpriteIcon
{
Size = new Vector2(48),
Scale = new Vector2(0.6f, 0.8f),
Scale = defaultIconScale,
Icon = FontAwesome.Solid.AngleRight,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
@ -45,11 +53,57 @@ public ArgonSliderBall()
};
}
protected override void LoadComplete()
{
base.LoadComplete();
if (parentObject != null)
{
parentObject.ApplyCustomUpdateState += updateStateTransforms;
updateStateTransforms(parentObject, parentObject.State.Value);
}
}
private void updateStateTransforms(DrawableHitObject drawableObject, ArmedState _)
{
// Gets called by slider ticks, tails, etc., leading to duplicated
// animations which in this case have no visual impact (due to
// instant fade) but may negatively affect performance
if (drawableObject is not DrawableSlider)
return;
const float duration = 200;
const float icon_scale = 0.9f;
using (BeginAbsoluteSequence(drawableObject.StateUpdateTime))
{
this.FadeInFromZero(duration, Easing.OutQuint);
icon.ScaleTo(0).Then().ScaleTo(defaultIconScale, duration, Easing.OutElasticHalf);
}
using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
{
this.FadeOut(duration, Easing.OutQuint);
icon.ScaleTo(defaultIconScale * icon_scale, duration, Easing.OutQuint);
}
}
protected override void Update()
{
base.Update();
fill.Rotation = -Rotation;
//undo rotation on layers which should not be rotated.
float appliedRotation = Parent.Rotation;
fill.Rotation = -appliedRotation;
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (parentObject != null)
parentObject.ApplyCustomUpdateState -= updateStateTransforms;
}
}
}