Make bouncer handedness animation interruptible.
This makes the bouncer motion interruptible. In general, the motion looks "fine" when interrupting the bouncer, but the opacity was always run from 100% -> 0% -> 100%, regardless of the initial state. This change remembers the initial opacity for the fade out, so we don't get as much jank when cancelling the animation. This is fine when the bouncer is fading back in, but leads to a bit of weirdness if you manage the interrupt the bouncer before it has fully faded out (it still does the correct amount of travel, so it fires off-screen, then comes back on again). Still, this is *extremely* difficult to do; the user has to do two taps within 100ms to do this. Demonstration videos: Normal speed: https://drive.google.com/file/d/1FRPysuA-eHNo_2nwMXnXKXwpBrJeS-we/view?usp=sharing&resourcekey=0-3-JzHRhvUJ9ciXClL6dOBQ 5x anim scale: https://drive.google.com/file/d/16xr6VZ_KrLAs8sLCxrqAxaZsEQugi6UN/view?usp=sharing&resourcekey=0-5cPAHfX9Xy3_vDVEfP4Blg Bug: 195012405 Test: Manually tested. See videos. Change-Id: I42534f65b2669c5da4cadaaaf8a25409edd260c6
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