protected override void UpdateState(ArmedState state) { base.UpdateState(state); Delay(HitObject.Duration, true); body.FadeOut(160); FadeOut(800); }
protected override void UpdateCurrentState(ArmedState state) { ball.FadeIn(); Delay(slider.Duration, true); body.FadeOut(160); ball.FadeOut(160); FadeOut(800); Expire(); }
protected override void UpdateCurrentState(ArmedState state) { ball.FadeIn(); using (BeginDelayedSequence(slider.Duration, true)) { body.FadeOut(160); ball.FadeOut(160); this.FadeOut(800) .Expire(); } }
/// <summary> /// 結束 /// </summary> public override void FadeOut(double time = 0) { _rpLongBody.FadeOut(); hitObjectAnyShapePieceFirstObjectAny.FadeOut(); hitObjectAnyShapePieceSecondObjectAny.FadeOut(); }