//開始特效 protected override void LoadComplete() { //透明度 _loopPicec.FadeTo(0.7f, 0); _loopPicec.FadeTo(0.7f, 250 * multi); _loopPicec.FadeTo(0f, 300 * multi); //scale _loopPicec.Scale = new Vector2(1.4f); _loopPicec.ScaleTo(3.0f, 200 * multi); _loopPicec.ScaleTo(3.0f, 220 * multi); //透明度 _flarePicec.FadeTo(0.7f, 0); _flarePicec.FadeTo(0.7f, 250 * multi); _flarePicec.FadeTo(0f, 300 * multi); //scale _flarePicec.Scale = new Vector2(0.8f); _flarePicec.ScaleTo(1.6f, 50 * multi); _flarePicec.ScaleTo(1.6f, 150 * multi); //透明度 _onpuPicec.FadeTo(0.8f, 0); _onpuPicec.FadeTo(0.8f, 350 * multi); _onpuPicec.FadeTo(0f, 400 * multi); //scale _onpuPicec.Scale = new Vector2(1f); _onpuPicec.ScaleTo(1.8f, 200 * multi); _onpuPicec.ScaleTo(1.8f, 220 * multi); }
//開始特效 public override void StartEffect() { //透明度 _loopPicec.FadeTo(0.7f, 0); _loopPicec.FadeTo(0.7f, 250); _loopPicec.FadeTo(0f, 300); //scale _loopPicec.Scale = new Vector2(1.4f); _loopPicec.ScaleTo(3.0f, 200); _loopPicec.ScaleTo(3.0f, 220); //透明度 _flarePicec.FadeTo(0.7f, 0); _flarePicec.FadeTo(0.7f, 250); _flarePicec.FadeTo(0f, 300); //scale _flarePicec.Scale = new Vector2(0.8f); _flarePicec.ScaleTo(1.6f, 50); _flarePicec.ScaleTo(1.6f, 150); //透明度 _onpuPicec.FadeTo(0.8f, 0); _onpuPicec.FadeTo(0.8f, 350); _onpuPicec.FadeTo(0f, 400); //scale _onpuPicec.Scale = new Vector2(1f); _onpuPicec.ScaleTo(1.8f, 200); _onpuPicec.ScaleTo(1.8f, 220); }
public override void StartEffect() { //透明度 _crossPicec.FadeTo(0.7f, 0); _crossPicec.FadeTo(0.7f, 250); _crossPicec.FadeTo(0f, 300); //scale _crossPicec.Scale = new Vector2(0.8f); _crossPicec.ScaleTo(1.6f, 200); _crossPicec.ScaleTo(1.6f, 220); _crossPicec.RotateTo(-30, 220); //透明度 _effectPicec.FadeTo(0.7f, 0); _effectPicec.FadeTo(0.7f, 250); _effectPicec.FadeTo(0f, 300); //scale _effectPicec.Scale = new Vector2(0.8f); _effectPicec.ScaleTo(2f, 50); _effectPicec.ScaleTo(2f, 150); //透明度 _onpuPicec.FadeTo(0.8f, 0); _onpuPicec.FadeTo(0.8f, 350); _onpuPicec.FadeTo(0f, 400); //scale _onpuPicec.Scale = new Vector2(1f); _onpuPicec.ScaleTo(1.8f, 200); _onpuPicec.ScaleTo(1.8f, 220); }
protected override void LoadComplete() { //透明度 _crossPicec.FadeTo(0.7f, 0); _crossPicec.FadeTo(0.7f, 250); _crossPicec.FadeTo(0f, 300); //scale _crossPicec.Scale = new Vector2(0.8f); _crossPicec.ScaleTo(1.6f, 200); _crossPicec.ScaleTo(1.6f, 220); _crossPicec.RotateTo(-30, 220); //透明度 _effectPicec.FadeTo(0.7f, 0); _effectPicec.FadeTo(0.7f, 250); _effectPicec.FadeTo(0f, 300); //scale _effectPicec.Scale = new Vector2(0.8f); _effectPicec.ScaleTo(2f, 50); _effectPicec.ScaleTo(2f, 150); //透明度 _onpuPicec.FadeTo(0.8f, 0); _onpuPicec.FadeTo(0.8f, 350); _onpuPicec.FadeTo(0f, 400); //scale _onpuPicec.Scale = new Vector2(1f); _onpuPicec.ScaleTo(1.8f, 200); _onpuPicec.ScaleTo(1.8f, 220); }
/// <summary> /// 開始特效 /// </summary> public void FadeIn(double time = 0) { _effectPicec.FadeTo(0.9f, 0);//.ScaleTo(2.5f, 100).FadeTo(0.7f, 150).FadeTo(0, 200); _effectPicec.ScaleTo(2.5f, 100); _effectPicec.FadeTo(0.7f, 150); _effectPicec.FadeTo(0, 200); }
/// <summary> /// 開始特效 /// </summary> public override void FadeIn(double time = 0) { _effectPicec.FadeTo(0.9f, (float)Delay); _effectPicec.ScaleTo(2.5f, Delay + 100); _effectPicec.FadeTo(0.7f, Delay + 150); _effectPicec.FadeTo(0, Delay + 200); }
public override void StartEffect() { //透明度 _noonpuPicec.FadeTo(0.8f, 0); _noonpuPicec.FadeTo(0.8f, 350); _noonpuPicec.FadeTo(0f, 400); //scale _noonpuPicec.Scale = new Vector2(0.5f); _noonpuPicec.ScaleTo(0.8f, 200); _noonpuPicec.ScaleTo(0.8f, 220); }
protected override void LoadComplete() { //透明度 _noonpuPicec.FadeTo(0.8f, 0); _noonpuPicec.FadeTo(0.8f, 350); _noonpuPicec.FadeTo(0f, 400); //scale _noonpuPicec.Scale = new Vector2(0.5f); _noonpuPicec.ScaleTo(0.8f, 200); _noonpuPicec.ScaleTo(0.8f, 220); }
/// <summary> /// 開始特效 /// </summary> public override void FadeIn(double time = 0) { ApproachHitPicec.Delay(BaseHitObject.TIME_PREEMPT / 5 * 4); ApproachHitPicec.FadeTo(1, BaseHitObject.TIME_PREEMPT / 5 * 4); //ApproachHitPicec.FadeIn(Math.Min(BaseHitObject.TIME_FADEIN * 2, BaseHitObject.TIME_PREEMPT)); ApproachHitPicec.ScaleTo(0.5f, BaseHitObject.TIME_PREEMPT / 5 * 1); }
public override void StartEffect() { //透明度 _effectPicec.FadeTo(1.0f, 0); _effectPicec.FadeTo(0.8f, 200); _effectPicec.FadeTo(0f, 300); //scale _effectPicec.Scale = new Vector2(0.4f); _effectPicec.ScaleTo(2.0f, 200); _effectPicec.ScaleTo(2.2f, 220); //透明度 _onpuPicec.FadeTo(0.7f, 0); _onpuPicec.FadeTo(0.7f, 250); _onpuPicec.FadeTo(0f, 300); //scale _onpuPicec.Scale = new Vector2(1f); _onpuPicec.ScaleTo(1.8f, 200); _onpuPicec.ScaleTo(1.8f, 220); }
/// <summary> /// 開始特效 /// </summary> public void FadeIn(double time = 0) { _approachHitPicec.Delay(PreemptTime / 5 * 4).Then().FadeTo(1, PreemptTime / 5 * 4).ScaleTo(0.5f, PreemptTime / 5 * 1); return; _approachHitPicec.Delay(PreemptTime / 5 * 4); _approachHitPicec.FadeTo(1, PreemptTime / 5 * 4); //ApproachHitPicec.FadeIn(Math.Min(BaseHitObject.FadeInTime * 2, BaseHitObject.PreemptTime)); _approachHitPicec.ScaleTo(0.5f, PreemptTime / 5 * 1); }
protected override void LoadComplete() { //透明度 _effectPicec.FadeTo(1.0f, 0); _effectPicec.FadeTo(0.8f, 200); _effectPicec.FadeTo(0f, 300); //scale _effectPicec.Scale = new Vector2(0.4f); _effectPicec.ScaleTo(2.0f, 200); _effectPicec.ScaleTo(2.2f, 220); //透明度 _onpuPicec.FadeTo(0.7f, 0); _onpuPicec.FadeTo(0.7f, 250); _onpuPicec.FadeTo(0f, 300); //scale _onpuPicec.Scale = new Vector2(1f); _onpuPicec.ScaleTo(1.8f, 200); _onpuPicec.ScaleTo(1.8f, 220); }
protected override void LoadComplete() { //透明度 _diffusePicec.FadeTo(0.7f, 0); _diffusePicec.FadeTo(0.7f, 250); _diffusePicec.FadeTo(0f, 300); //scale _diffusePicec.Scale = new Vector2(0.8f); _diffusePicec.ScaleTo(2f, 50); _diffusePicec.ScaleTo(2f, 150); //透明度 _noonpuPicec.FadeTo(0.8f, 0); _noonpuPicec.FadeTo(0.8f, 350); _noonpuPicec.FadeTo(0f, 400); //scale _noonpuPicec.Scale = new Vector2(1f); _noonpuPicec.ScaleTo(1.8f, 200); _noonpuPicec.ScaleTo(1.8f, 220); }
public override void StartEffect() { //透明度 _diffusePicec.FadeTo(0.7f, 0); _diffusePicec.FadeTo(0.7f, 250); _diffusePicec.FadeTo(0f, 300); //scale _diffusePicec.Scale = new Vector2(0.8f); _diffusePicec.ScaleTo(2f, 50); _diffusePicec.ScaleTo(2f, 150); //透明度 _noonpuPicec.FadeTo(0.8f, 0); _noonpuPicec.FadeTo(0.8f, 350); _noonpuPicec.FadeTo(0f, 400); //scale _noonpuPicec.Scale = new Vector2(1f); _noonpuPicec.ScaleTo(1.8f, 200); _noonpuPicec.ScaleTo(1.8f, 220); }