osu/osu.Game.Mode.Osu/Objects/Drawables/DrawableSlider.cs

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using osu.Framework.Graphics;
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Osu.Objects.Drawables.Pieces;
using OpenTK;
using osu.Framework.Graphics.Sprites;
namespace osu.Game.Modes.Osu.Objects.Drawables
{
class DrawableSlider : DrawableOsuHitObject
{
public DrawableSlider(Slider h) : base(h)
{
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Origin = Anchor.Centre;
Position = new Vector2(h.Position.X, h.Position.Y);
Path sliderPath;
Add(sliderPath = new Path());
for (int i = 0; i < h.Curve.Path.Count; ++i)
sliderPath.Positions.Add(h.Curve.Path[i] - h.Position);
h.Position = Vector2.Zero;
Add(new DrawableHitCircle(h));
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}
protected override void LoadComplete()
{
base.LoadComplete();
//force application of the state that was set before we loaded.
UpdateState(State);
}
protected override void UpdateState(ArmedState state)
{
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if (!IsLoaded) return;
Flush(true); //move to DrawableHitObject
Alpha = 0;
Delay(HitObject.StartTime - 450 - Time.Current, true);
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FadeIn(200);
Delay(450 + HitObject.Duration);
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FadeOut(200);
}
}
}