public override void Generate() { bgLayer = GetLayer("Background"); mainLayer = GetLayer("Main"); spritePools = new OsbSpritePools(mainLayer); Intro(TimeIntro, TimePart1); // Background var bg = bgLayer.CreateSprite("bg.jpg", OsbOrigin.Centre); bg.Scale(TimeSbStart, BgScaling); bg.Fade(TimePart1 - BeatDuration * 2, TimePart1, 0, 1); bg.ColorHsb(TimeSbStart, 0, 0, 0.3); bg.ColorHsb(TimePart2 - BeatDuration * 3 / 2, TimePart2 - BeatDuration / 2, 0, 0, 0.3, 0, 0, 0.6); bg.ColorHsb(OsbEasing.In, TimePart6 - BeatDuration * 4, TimePart6, 0, 0, 0.3, 0, 0, 0.3); bg.Fade(OsbEasing.In, TimePart3 - BeatDuration * 4, TimePart3, 1, 0); bg.ColorHsb(OsbEasing.In, TimePart4 - BeatDuration * 2, TimePart4, 0, 0, 0.6, 0, 0, 0.3); bg.Fade(OsbEasing.Out, TimePart4 - BeatDuration * 2, TimePart4, 0, 1); bg.Fade(OsbEasing.In, TimePart5 - BeatDuration * 4, TimePart5, 1, 0); bg.Fade(OsbEasing.Out, TimePart6, TimePart7, 0, 1); bg.Fade(OsbEasing.In, TimePart10 - BeatDuration * 4, TimePart10, 1, 0); var hitobjectLayer = GetLayer("HitObjects"); foreach (var hitobject in Beatmap.HitObjects) { var hSprite = hitobjectLayer.CreateSprite("sb/pl.png", OsbOrigin.Centre); hSprite.Scale(OsbEasing.In, hitobject.StartTime, hitobject.EndTime + 200, 1, 0.2); hSprite.Fade(OsbEasing.In, hitobject.StartTime, hitobject.EndTime + 200, 1, 0); hSprite.Move(hitobject.StartTime, hitobject.EndTime, hitobject.Position, hitobject.EndPosition); hSprite.Additive(hitobject.StartTime, hitobject.EndTime + 200); } Part1(TimePart1, TimePart2); Part2(TimePart2, TimePart3); Part3(TimePart3, TimePart4); Part4(TimePart4, TimePart5); Part5(TimePart5, TimePart6); Part6(TimePart6, TimePart7); Part7(TimePart7, TimePart8); Part8(TimePart8, TimePart9); Part9(TimePart9, TimePart10); Part10(TimePart10, TimePart11); Part11(TimePart11, TimeEnd); Outro(TimeEnd, TimeSbEnd); spritePools.Clear(); }
public override void Generate() { bgLayer = GetLayer("Background"); mainLayer = GetLayer("Main"); using (spritePools = new OsbSpritePools(mainLayer)) { Intro(TimeIntro, TimePart1); // Background var bg = bgLayer.CreateSprite("bg.jpg", OsbOrigin.Centre); bg.Scale(TimeSbStart, BgScaling); bg.Fade(TimePart1 - BeatDuration * 2, TimePart1, 0, 1); bg.ColorHsb(TimeSbStart, 0, 0, 0.3); bg.ColorHsb(TimePart2 - BeatDuration * 3 / 2, TimePart2 - BeatDuration / 2, 0, 0, 0.3, 0, 0, 0.6); bg.ColorHsb(OsbEasing.In, TimePart6 - BeatDuration * 4, TimePart6, 0, 0, 0.3, 0, 0, 0.3); bg.Fade(OsbEasing.In, TimePart3 - BeatDuration * 4, TimePart3, 1, 0); bg.ColorHsb(OsbEasing.In, TimePart4 - BeatDuration * 2, TimePart4, 0, 0, 0.6, 0, 0, 0.3); bg.Fade(OsbEasing.Out, TimePart4 - BeatDuration * 2, TimePart4, 0, 1); bg.Fade(OsbEasing.In, TimePart5 - BeatDuration * 4, TimePart5, 1, 0); bg.Fade(OsbEasing.Out, TimePart6, TimePart7, 0, 1); bg.Fade(OsbEasing.In, TimePart10 - BeatDuration * 4, TimePart10, 1, 0); Part1(TimePart1, TimePart2); Part2(TimePart2, TimePart3); Part3(TimePart3, TimePart4); Part4(TimePart4, TimePart5); Part5(TimePart5, TimePart6); Part6(TimePart6, TimePart7); Part7(TimePart7, TimePart8); Part8(TimePart8, TimePart9); Part9(TimePart9, TimePart10); Part10(TimePart10, TimePart11); Part11(TimePart11, TimeEnd); Outro(TimeEnd, TimeSbEnd); } }