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Only apply dim at top level objects

This commit is contained in:
Dean Herbert 2022-10-05 17:48:56 +09:00
parent 56d424003d
commit 52002d91dd

View File

@ -70,6 +70,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
{ {
base.UpdateInitialTransforms(); base.UpdateInitialTransforms();
// Dim should only be applied at a top level, as it will be implicitly applied to nested objects.
if (ParentHitObject == null)
{
// Of note, no one noticed this was missing for years, but it definitely feels like it should still exist. // Of note, no one noticed this was missing for years, but it definitely feels like it should still exist.
// For now this is applied across all skins, and matches stable. // For now this is applied across all skins, and matches stable.
// For simplicity, dim colour is applied to the DrawableHitObject itself. // For simplicity, dim colour is applied to the DrawableHitObject itself.
@ -78,6 +81,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
using (BeginDelayedSequence(InitialLifetimeOffset - OsuHitWindows.MISS_WINDOW)) using (BeginDelayedSequence(InitialLifetimeOffset - OsuHitWindows.MISS_WINDOW))
this.FadeColour(Color4.White, 100); this.FadeColour(Color4.White, 100);
} }
}
protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt; protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;