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Always recrusively apply custom sequence to nested hitobjects

This commit is contained in:
Dean Herbert 2017-12-29 17:48:05 +09:00
parent 2c61ebbcd9
commit 27cb445c24
2 changed files with 1 additions and 2 deletions

View File

@ -70,8 +70,6 @@ namespace osu.Game.Rulesets.Osu.Mods
circle.FadeIn(fadeIn).Then().FadeOut(fadeOut); // override fade in as it somehow gets cut otherwise
break;
case DrawableSlider slider:
slider.InitialCircle.ApplyCustomUpdateState += ApplyHiddenState;
using (slider.BeginAbsoluteSequence(fadeOutTime, true))
{
slider.Body.FadeOut(newDuration, Easing.Out);

View File

@ -246,6 +246,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
h.OnJudgement += (d, j) => OnJudgement?.Invoke(d, j);
h.OnJudgementRemoved += (d, j) => OnJudgementRemoved?.Invoke(d, j);
h.ApplyCustomUpdateState += (d, s) => ApplyCustomUpdateState?.Invoke(d, s);
nestedHitObjects.Add(h);
}