public virtual void BindHitRenderer(HitRenderer hitRenderer) { hitRenderer.InputManager.Add(KeyCounter.GetReceptor()); replayLoaded = hitRenderer.HasReplayLoaded; // in the case a replay isn't loaded, we want some elements to only appear briefly. if (!replayLoaded) { ModDisplay.Delay(2000).FadeOut(200); } }
public virtual void BindRulesetContainer(RulesetContainer rulesetContainer) { (rulesetContainer.KeyBindingInputManager as ICanAttachKeyCounter)?.Attach(KeyCounter); replayLoaded = rulesetContainer.HasReplayLoaded; // in the case a replay isn't loaded, we want some elements to only appear briefly. if (!replayLoaded) { ModDisplay.Delay(2000).FadeOut(200); } }
private void replayLoadedValueChanged(bool loaded) { PlayerSettingsOverlay.ReplayLoaded = loaded; if (loaded) { PlayerSettingsOverlay.Show(); ModDisplay.FadeIn(200); } else { PlayerSettingsOverlay.Hide(); ModDisplay.Delay(2000).FadeOut(200); } }
private void replayLoadedValueChanged(ValueChangedEvent <bool> e) { PlayerSettingsOverlay.ReplayLoaded = e.NewValue; if (e.NewValue) { PlayerSettingsOverlay.Show(); ModDisplay.FadeIn(200); KeyCounter.Margin = new MarginPadding(10) { Bottom = 30 }; } else { PlayerSettingsOverlay.Hide(); ModDisplay.Delay(2000).FadeOut(200); KeyCounter.Margin = new MarginPadding(10); } }