Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Make HitExplosions less flashy #637

Open
wants to merge 1 commit into
base: master
Choose a base branch
from
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
2 changes: 1 addition & 1 deletion osu.Game.Rulesets.Sentakki/UI/Components/HitExplosion.cs
Original file line number Diff line number Diff line change
Expand Up @@ -103,7 +103,7 @@ public TransformSequence<HitExplosion> Explode()

double adjustedExplodeDuration = explode_duration * (drawableRuleset?.GameplaySpeed ?? 1);

var sequence = this.FadeIn()
var sequence = this.FadeTo(0.5f)
.TransformBindableTo(borderRatio, 1)
.ScaleTo(1)
.Then()
Expand Down
2 changes: 1 addition & 1 deletion osu.Game.Rulesets.Sentakki/UI/SentakkiPlayfield.cs
Original file line number Diff line number Diff line change
Expand Up @@ -76,10 +76,10 @@ public SentakkiPlayfield()
ring = new SentakkiRing(),
}
},
explosionLayer = new Container<HitExplosion> { RelativeSizeAxes = Axes.Both },
LanedPlayfield = new LanedPlayfield(),
HitObjectContainer, // This only contains TouchHolds, which needs to be above others types
touchPlayfield = new TouchPlayfield(), // This only contains Touch, which needs a custom playfield to handle their input
explosionLayer = new Container<HitExplosion> { RelativeSizeAxes = Axes.Both },
judgementLayer = new Container<DrawableSentakkiJudgement>
{
RelativeSizeAxes = Axes.Both,
Expand Down
Loading