示例#1
0
        protected override void UpdateCurrentState(ArmedState state)
        {
            ball.FadeIn();

            Delay(slider.Duration, true);

            body.FadeOut(160);
            ball.FadeOut(160);

            FadeOut(800);

            Expire();
        }
示例#2
0
        protected override void UpdateState(ArmedState state)
        {
            base.UpdateState(state);

            ball.FadeIn();

            Delay(HitObject.Duration, true);

            body.FadeOut(160);
            ball.FadeOut(160);

            FadeOut(800);
        }
示例#3
0
        protected override void UpdateCurrentState(ArmedState state)
        {
            ball.FadeIn();

            using (BeginDelayedSequence(slider.Duration, true))
            {
                body.FadeOut(160);
                ball.FadeOut(160);

                this.FadeOut(800)
                .Expire();
            }
        }
示例#4
0
        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();
            }
        }