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Set lifetime on initial state update
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parent
b81b162ee1
commit
5c2c055614
@ -142,6 +142,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override void UpdateStateTransforms(ArmedState state)
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{
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base.UpdateStateTransforms(state);
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Debug.Assert(HitObject.HitWindows != null);
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switch (state)
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@ -41,12 +41,17 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected virtual void Shake(double maximumLength) => shakeContainer.Shake(maximumLength);
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protected override void LoadComplete()
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protected override void UpdateStateTransforms(ArmedState state)
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{
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base.LoadComplete();
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base.UpdateStateTransforms(state);
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// Manually set to reduce the number of future alive objects to a bare minimum.
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LifetimeStart = HitObject.StartTime - HitObject.TimePreempt;
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switch (state)
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{
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case ArmedState.Idle:
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// Manually set to reduce the number of future alive objects to a bare minimum.
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LifetimeStart = HitObject.StartTime - HitObject.TimePreempt;
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break;
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}
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}
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protected override JudgementResult CreateResult(Judgement judgement) => new OsuJudgementResult(HitObject, judgement);
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@ -74,6 +74,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override void UpdateStateTransforms(ArmedState state)
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{
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base.UpdateStateTransforms(state);
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switch (state)
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{
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case ArmedState.Idle:
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@ -202,6 +202,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override void UpdateStateTransforms(ArmedState state)
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{
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base.UpdateStateTransforms(state);
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Ball.FadeIn();
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Ball.ScaleTo(HitObject.Scale);
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@ -75,6 +75,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override void UpdateStateTransforms(ArmedState state)
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{
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base.UpdateStateTransforms(state);
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switch (state)
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{
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case ArmedState.Idle:
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@ -215,6 +215,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override void UpdateStateTransforms(ArmedState state)
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{
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base.UpdateStateTransforms(state);
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var sequence = this.Delay(Spinner.Duration).FadeOut(160);
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switch (state)
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