private void updateState(DrawableHitObject drawableObject, ArmedState state) { if (!(drawableObject is DrawableHold)) { return; } using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime, true)) { switch (state) { case ArmedState.Hit: const double flash_in = 40; const double flash_out = 100; flash.FadeTo(0.8f, flash_in) .Then() .FadeOut(flash_out); explode.FadeIn(flash_in); this.ScaleTo(1.5f, 400, Easing.OutQuad); using (BeginDelayedSequence(flash_in, true)) { shadow.FadeOut(); Note.FadeOut(); this.FadeOut(800); } break; } } }
private void updateState(DrawableHitObject drawableObject, ArmedState state) { using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime, true)) { switch (state) { case ArmedState.Hit: const double flash_in = 40; const double flash_out = 100; flash.FadeTo(0.8f, flash_in) .Then() .FadeOut(flash_out); explode.FadeIn(flash_in); this.ScaleTo(1.5f, 400, Easing.OutQuad); using (BeginDelayedSequence(flash_in, true)) { //after the flash, we can hide some elements that were behind it circle.FadeOut(); glow.FadeOut(); this.FadeOut(800); } break; } } }