protected override void UpdateState(ArmedState state) { if (!IsLoaded) { return; } base.UpdateState(state); ApproachCircle.FadeOut(); double endTime = (osuObject as IHasEndTime)?.EndTime ?? osuObject.StartTime; double duration = endTime - osuObject.StartTime; glow.Delay(duration); glow.FadeOut(400); switch (state) { case ArmedState.Idle: Delay(duration + TIME_PREEMPT); FadeOut(TIME_FADEOUT); Expire(true); break; case ArmedState.Miss: FadeOut(TIME_FADEOUT / 5); Expire(); break; case ArmedState.Hit: const double flash_in = 40; flash.FadeTo(0.8f, flash_in); flash.Delay(flash_in); flash.FadeOut(100); explode.FadeIn(flash_in); Delay(flash_in, true); //after the flash, we can hide some elements that were behind it ring.FadeOut(); circle.FadeOut(); number.FadeOut(); FadeOut(800); ScaleTo(Scale * 1.5f, 400, EasingTypes.OutQuad); Expire(); break; } }
protected override void UpdateCurrentState(ArmedState state) { double duration = ((HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime) - HitObject.StartTime; glow.Delay(duration).FadeOut(400); switch (state) { case ArmedState.Idle: this.Delay(duration + TIME_PREEMPT).FadeOut(TIME_FADEOUT); Expire(true); break; case ArmedState.Miss: ApproachCircle.FadeOut(50); this.FadeOut(TIME_FADEOUT / 5); Expire(); break; case ArmedState.Hit: ApproachCircle.FadeOut(50); const double flash_in = 40; flash.FadeTo(0.8f, flash_in) .Then() .FadeOut(100); explode.FadeIn(flash_in); using (BeginDelayedSequence(flash_in, true)) { //after the flash, we can hide some elements that were behind it ring.FadeOut(); circle.FadeOut(); number.FadeOut(); this.FadeOut(800) .ScaleTo(Scale * 1.5f, 400, Easing.OutQuad); } Expire(); break; } }