Skip to content

Commit

Permalink
Adjust things to be closer to stable (but not close enough yet)
Browse files Browse the repository at this point in the history
  • Loading branch information
bdach committed Feb 11, 2025
1 parent be03553 commit 231988b
Showing 1 changed file with 11 additions and 11 deletions.
22 changes: 11 additions & 11 deletions osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacySwell.cs
Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,7 @@
using osu.Game.Rulesets.Objects.Drawables;
using osu.Framework.Extensions.ObjectExtensions;
using System;
using System.Globalization;

namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
{
Expand All @@ -39,7 +40,7 @@ public LegacySwell()
}

[BackgroundDependencyLoader]
private void load(DrawableHitObject hitObject, ISkinSource skin, SkinManager skinManager)
private void load(DrawableHitObject hitObject, ISkinSource skin)
{
Children = new Drawable[]
{
Expand All @@ -54,7 +55,7 @@ private void load(DrawableHitObject hitObject, ISkinSource skin, SkinManager ski
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Position = new Vector2(200f, 100f),
Position = new Vector2(250f, 100f), // ballparked to be horizontally centred on 4:3 resolution

Children = new Drawable[]
{
Expand Down Expand Up @@ -109,14 +110,14 @@ private void load(DrawableHitObject hitObject, ISkinSource skin, SkinManager ski
private void animateSwellProgress(int numHits, int requiredHits)
{
int remainingHits = requiredHits - numHits;
remainingHitsText.Text = remainingHits.ToString();
remainingHitsText.ScaleTo(1.6f - (0.6f * ((float)remainingHits / requiredHits)), 60, Easing.OutQuad);
remainingHitsText.Text = remainingHits.ToString(CultureInfo.InvariantCulture);
remainingHitsText.ScaleTo(1.6f - (0.6f * ((float)remainingHits / requiredHits)), 60, Easing.Out);

spinnerCircle.ClearTransforms();
spinnerCircle
.RotateTo(180f * numHits, 1000, Easing.OutQuint)
.ScaleTo(Math.Min(0.94f, spinnerCircle.Scale.X + 0.02f))
.ScaleTo(0.8f, 400, Easing.OutQuad);
.ScaleTo(0.8f, 400, Easing.Out);
}

private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
Expand All @@ -134,7 +135,7 @@ private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedSta
samplePlayed = false;
}

const double body_transition_duration = 100;
const double body_transition_duration = 200;

warning.FadeOut(body_transition_duration);
bodyContainer.FadeIn(body_transition_duration);
Expand All @@ -146,9 +147,8 @@ private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedSta
const double clear_transition_duration = 300;
const double clear_fade_in = 120;

bodyContainer
.FadeOut(clear_transition_duration, Easing.OutQuad)
.ScaleTo(1.05f, clear_transition_duration, Easing.OutQuad);
bodyContainer.FadeOut(clear_transition_duration, Easing.OutQuad);
spinnerCircle.ScaleTo(spinnerCircle.Scale.X + 0.05f, clear_transition_duration, Easing.OutQuad);

if (state == ArmedState.Hit)
{
Expand All @@ -159,11 +159,11 @@ private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedSta
}

clearAnimation
.FadeIn(clear_fade_in)
.MoveTo(new Vector2(0, 0))
.MoveTo(new Vector2(0, -90), clear_fade_in * 2, Easing.Out)
.ScaleTo(0.4f)
.MoveTo(new Vector2(0, -90), clear_fade_in * 2, Easing.OutQuad)
.ScaleTo(1f, clear_fade_in * 2, Easing.Out)
.FadeIn(clear_fade_in)
.Delay(clear_fade_in * 3)
.FadeOut(clear_fade_in * 2.5);
}
Expand Down

0 comments on commit 231988b

Please sign in to comment.