loading screen now loads before transition (before was transition while loading, wait to finish, then continue)

This commit is contained in:
Harrison Deng 2018-11-01 00:15:29 -05:00
parent d61b18952f
commit 00ca68662c

View File

@ -33,40 +33,44 @@ namespace RhythmBullet.Zer01HD.Game
public override void EnteringTransition(double delta, bool assetsLoaded, ref Color BGColor) public override void EnteringTransition(double delta, bool assetsLoaded, ref Color BGColor)
{ {
float deltaf = (float)delta; if (assetsLoaded)
if (progR < 254 || progG < 254 || progB < 254)
{ {
if (!recorded) float deltaf = (float)delta;
if (progR < 254 || progG < 254 || progB < 254)
{ {
rR = (Color.White.R - BGColor.R) / 2.5f; if (!recorded)
rG = (Color.White.G - BGColor.G) / 2.5f; {
rB = (Color.White.B - BGColor.B) / 2.5f; rR = (Color.White.R - BGColor.R) / 3f;
recorded = true; rG = (Color.White.G - BGColor.G) / 3f;
rB = (Color.White.B - BGColor.B) / 3f;
recorded = true;
}
progR += rR * deltaf;
progR = Math.Min(progR, 254);
progG += rG * deltaf;
progG = Math.Min(progG, 254);
progB += rB * deltaf;
progB = Math.Min(progB, 254);
BGColor.R = (byte)progR;
BGColor.G = (byte)progG;
BGColor.B = (byte)progB;
} }
progR += rR * deltaf; else if (progC > 0)
progR = Math.Min(progR, 254); {
progG += rG * deltaf; float rate = deltaf * 255 / 1.5f;
progG = Math.Min(progG, 254); progC -= rate;
progB += rB * deltaf; progC = Math.Max(progC, 0);
progB = Math.Min(progB, 254); color.R = (byte)progC;
BGColor.R = (byte)progR; color.G = (byte)progC;
BGColor.G = (byte)progG; color.B = (byte)progC;
BGColor.B = (byte)progB; color.A = (byte)progC;
} }
else if (progC > 0) else
{ {
float rate = deltaf * 255 / 1.5f; DoneTransition();
progC -= rate; StartExitTransition();
progC = Math.Max(progC, 0); }
color.R = (byte)progC;
color.G = (byte)progC;
color.B = (byte)progC;
color.A = (byte)progC;
}
else if (assetsLoaded)
{
DoneTransition();
StartExitTransition();
} }
base.EnteringTransition(delta, assetsLoaded, ref BGColor); base.EnteringTransition(delta, assetsLoaded, ref BGColor);
} }