Use BeatSyncedContainer and adjust values to be in line with stable

This commit is contained in:
Joppe27 2022-11-30 19:50:47 +01:00
parent dc1dfacbb1
commit f9a9ab1d9b

View File

@ -2,10 +2,11 @@
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics.Containers;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
@ -13,8 +14,10 @@ using osuTK;
namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
{
internal partial class LegacyKiaiGlow : Container
internal partial class LegacyKiaiGlow : BeatSyncedContainer
{
private const float colour_compensation = 1.58f;
public LegacyKiaiGlow()
{
AlwaysPresent = true;
@ -29,13 +32,11 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
Texture = skin.GetTexture("taiko-glow"),
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
Scale = new Vector2(0.75f),
Scale = new Vector2(0.7f),
Colour = new Colour4(255, 228, 0, 255),
};
}
[Resolved(CanBeNull = true)]
private IBeatSyncProvider? beatSyncProvider { get; set; }
[Resolved(CanBeNull = true)]
private HealthProcessor? healthProcessor { get; set; }
@ -45,14 +46,6 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
if (healthProcessor != null)
healthProcessor.NewJudgement += onNewJudgement;
if (beatSyncProvider != null)
{
if (beatSyncProvider.CheckIsKiaiTime())
this.FadeIn(180);
else
this.FadeOut(180);
}
}
private void onNewJudgement(JudgementResult result)
@ -60,8 +53,16 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
if (!result.IsHit)
return;
this.ScaleTo(1.1f, 50)
.Then().ScaleTo(1f, 50);
this.ScaleTo(1.2f)
.Then().ScaleTo(1f, 80, Easing.OutQuad);
}
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
if (effectPoint.KiaiMode)
this.FadeTo(colour_compensation, 180);
else
this.FadeOut(180);
}
}
}