protected override void Confirm() { base.Confirm(); // temporarily unbind as to not look weird if releasing during confirm animation (can see the unwind of progress). Progress.UnbindAll(); // avoid starting a new confirm call until we finish animating. pendingAnimation = true; AbortConfirm(); overlayCircle.ScaleTo(0, 100) .Then().FadeOut().ScaleTo(1).FadeIn(500) .OnComplete(a => { icon.ScaleTo(1, 100); circularProgress.FadeOut(100).OnComplete(_ => { bind(); circularProgress.FadeIn(); pendingAnimation = false; }); }); }
protected override void Update() { base.Update(); if (pressed) { if (!progress.IsPresent) { progress.FadeIn(100); } var obj = (CytusHoldNote)HitObject; double prog = (Clock.CurrentTime - obj.StartTime) / (obj.EndTime - obj.StartTime); if (prog >= 1) { UpdateResult(true); } Logger.Log("Progress: " + prog); progress.Current.Value = prog; } }
protected override void beginTracking() { inactiveOverlay.FadeOut(160); circularProgress.FadeIn(160); circularProgress.AlwaysDraw = true; }