private void updateState(ValueChangedEvent <ArmedState> state) { Glow.FadeOut(400); switch (state.NewValue) { case ArmedState.Hit: const double flash_in = 40; const double flash_out = 100; flash.Delay(Duration).FadeTo(0.8f, flash_in) .Then() .FadeOut(flash_out); explode.Delay(Duration).FadeIn(flash_in); this.Delay(Duration).ScaleTo(1.5f, 400, Easing.OutQuad); using (BeginDelayedSequence(Duration + flash_in, true)) { //after the flash, we can hide some elements that were behind it Progress.FadeOut(); fillCircle.FadeOut(); outline.FadeOut(); ring.FadeOut(); text.FadeOut(); this.FadeOut(800); } break; } }
public void HideBall() => movingBall.FadeOut(fade_duration);
protected override void OnHoverLost(HoverLostEvent e) { hover.FadeOut(transition_duration, Easing.OutQuint); base.OnHoverLost(e); }
public void HideBall() { movingBall.FadeOut(fade_duration); movingBar.FadeOut(fade_duration); }