-
-
Notifications
You must be signed in to change notification settings - Fork 2.4k
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
Add initial animation for health bars #24986
Conversation
0a34168
to
bd71403
Compare
Attempted to resolve conflicts here (sorry for the force, screwed the first attempt). Please double check. |
I've found and attempted to fix an issue wherein Looks good otherwise. |
@@ -107,7 +107,9 @@ private void finishInitialAnimation() | |||
// aside from the repeating `initialIncrease` scheduled task, | |||
// there may also be a `Current` transform in progress from that schedule. | |||
// ensure it plays out fully, to prevent changes to `Current.Value` being discarded by the ongoing transform. | |||
FinishTransforms(); | |||
// and yes, this funky `targetMember` spec is seemingly the only way to do this | |||
// (see: https://github.com/ppy/osu-framework/blob/fe2769171c6e26d1b6fdd6eb7ea8353162fe9065/osu.Framework/Graphics/Transforms/TransformBindable.cs#L21) |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
wow
The logic isn't pretty, but this is supposed to be a very quick implementation which gets built on (or replaced) so 🙈 . |
Pretty jank and I'm not sure how to make better, or how to get it matching stable. Probably need to make a subcomponent which is operating in game time to track the interpolation correctly. Main goal was to breathe some life back into things, so maybe this is fine as a first step.