From e7b80167cd1773587670159b9ef5da320e4090f6 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Thu, 2 Jan 2025 18:54:28 +0900 Subject: [PATCH 1/2] Fix slider end circles not remaining for long enough when hit animations disabled --- .../Objects/Drawables/DrawableSlider.cs | 13 +++++++++++++ 1 file changed, 13 insertions(+) diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs index 0fcfdef4eee3..e22e1d2001ba 100644 --- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs +++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs @@ -382,6 +382,19 @@ internal void SuppressHitAnimations() repeat.SuppressHitAnimations(); TailCircle.SuppressHitAnimations(); + + // This method is called every frame in editor contexts, thus the lack of need for transforms. + + if (Time.Current >= HitStateUpdateTime) + { + // Apply the slider's alpha to *only* the body. + // This allows start and – more importantly – end circles to fade slower than the overall slider. + if (Alpha < 1) + Body.Alpha = Alpha; + Alpha = 1; + } + + LifetimeEnd = HitStateUpdateTime + 700; } internal void RestoreHitAnimations() From 1648f2efa306f587714178f113e69d8ad8c4ac02 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Tue, 7 Jan 2025 16:38:22 +0900 Subject: [PATCH 2/2] Ensure slider is not selectable when body is not visible --- .../Edit/Blueprints/Sliders/SliderSelectionBlueprint.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderSelectionBlueprint.cs b/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderSelectionBlueprint.cs index 3504954bec0f..740862c9fde7 100644 --- a/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderSelectionBlueprint.cs +++ b/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderSelectionBlueprint.cs @@ -626,7 +626,7 @@ private void convertToStream() public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) { - if (BodyPiece.ReceivePositionalInputAt(screenSpacePos)) + if (BodyPiece.ReceivePositionalInputAt(screenSpacePos) && DrawableObject.Body.Alpha > 0) return true; if (ControlPointVisualiser == null)