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Add method to safely refresh DrawableHitObject transforms

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Derrick Timmermans 2021-04-26 20:08:40 +02:00
parent bec16436b0
commit 08a232f7fa
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@ -14,13 +14,13 @@ using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Threading;
using osu.Game.Audio;
using osu.Game.Configuration;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Pooling;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
using osu.Game.Configuration;
using osu.Game.Rulesets.Objects.Pooling;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Objects.Drawables
@ -429,6 +429,13 @@ namespace osu.Game.Rulesets.Objects.Drawables
base.ClearTransformsAfter(double.MinValue, true);
}
/// <summary>
/// Removes all previously applied transforms, then reapplies a new set of transforms with potentially different parameters.
/// The transforms will use the current <see cref="ArmedState"/>, and they will use the appropriate start times.
/// This also takes in account potential overrides defined in <see cref="ApplyCustomUpdateState"/>.
/// </summary>
protected void RefreshStateTransforms() => updateState(State.Value, true);
/// <summary>
/// Apply (generally fade-in) transforms leading into the <see cref="HitObject"/> start time.
/// The local drawable hierarchy is recursively delayed to <see cref="HitObjectLifetimeEntry.LifetimeStart"/> for convenience.