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Make DrawableHitObject's UpdateState safer by blocking calls at a higher level with not yet loaded.
UpdateState is called in LoadComplete for cases where the state may have changed before a load operation.
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parent
83d3e37fd4
commit
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@ -111,8 +111,6 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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protected override void UpdateState(ArmedState state)
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protected override void UpdateState(ArmedState state)
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{
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{
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if (!IsLoaded) return;
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base.UpdateState(state);
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base.UpdateState(state);
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ApproachCircle.FadeOut();
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ApproachCircle.FadeOut();
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@ -22,8 +22,6 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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protected override void UpdateState(ArmedState state)
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protected override void UpdateState(ArmedState state)
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{
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{
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if (!IsLoaded) return;
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Flush();
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Flush();
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UpdateInitialState();
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UpdateInitialState();
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@ -158,8 +158,6 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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protected override void UpdateState(ArmedState state)
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protected override void UpdateState(ArmedState state)
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{
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{
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if (!IsLoaded) return;
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base.UpdateState(state);
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base.UpdateState(state);
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ball.FadeIn();
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ball.FadeIn();
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@ -95,8 +95,6 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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protected override void UpdateState(ArmedState state)
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protected override void UpdateState(ArmedState state)
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{
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{
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if (!IsLoaded) return;
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base.UpdateState(state);
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base.UpdateState(state);
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switch (state)
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switch (state)
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@ -134,8 +134,6 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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protected override void UpdateState(ArmedState state)
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protected override void UpdateState(ArmedState state)
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{
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{
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if (!IsLoaded) return;
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base.UpdateState(state);
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base.UpdateState(state);
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Delay(spinner.Duration, true);
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Delay(spinner.Duration, true);
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@ -38,6 +38,9 @@ namespace osu.Game.Modes.Objects.Drawables
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return;
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return;
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state = value;
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state = value;
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if (!IsLoaded)
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return;
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UpdateState(state);
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UpdateState(state);
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if (State == ArmedState.Hit)
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if (State == ArmedState.Hit)
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