protected override void UpdateCurrentState(ArmedState state) { ball.FadeIn(); Delay(slider.Duration, true); body.FadeOut(160); ball.FadeOut(160); FadeOut(800); Expire(); }
protected override void UpdateState(ArmedState state) { base.UpdateState(state); ball.FadeIn(); Delay(HitObject.Duration, true); body.FadeOut(160); ball.FadeOut(160); FadeOut(800); }
protected override void UpdateCurrentState(ArmedState state) { ball.FadeIn(); using (BeginDelayedSequence(slider.Duration, true)) { body.FadeOut(160); ball.FadeOut(160); this.FadeOut(800) .Expire(); } }
protected override void UpdateCurrentState(ArmedState state) { Ball.FadeIn(); Ball.ScaleTo(HitObject.Scale); using (BeginDelayedSequence(slider.Duration, true)) { const float fade_out_time = 450; // intentionally pile on an extra FadeOut to make it happen much faster. Ball.FadeOut(fade_out_time / 4, Easing.Out); switch (state) { case ArmedState.Hit: Ball.ScaleTo(HitObject.Scale * 1.4f, fade_out_time, Easing.Out); break; } this.FadeOut(fade_out_time, Easing.OutQuint).Expire(); } }