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mirror of https://github.com/ppy/osu.git synced 2025-02-20 09:03:00 +08:00

Set lifetime on initial state update

This commit is contained in:
smoogipoo 2019-09-13 18:49:21 +09:00
parent b81b162ee1
commit 5c2c055614
6 changed files with 19 additions and 4 deletions

View File

@ -142,6 +142,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
protected override void UpdateStateTransforms(ArmedState state)
{
base.UpdateStateTransforms(state);
Debug.Assert(HitObject.HitWindows != null);
switch (state)

View File

@ -41,12 +41,17 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
protected virtual void Shake(double maximumLength) => shakeContainer.Shake(maximumLength);
protected override void LoadComplete()
protected override void UpdateStateTransforms(ArmedState state)
{
base.LoadComplete();
base.UpdateStateTransforms(state);
// Manually set to reduce the number of future alive objects to a bare minimum.
LifetimeStart = HitObject.StartTime - HitObject.TimePreempt;
switch (state)
{
case ArmedState.Idle:
// Manually set to reduce the number of future alive objects to a bare minimum.
LifetimeStart = HitObject.StartTime - HitObject.TimePreempt;
break;
}
}
protected override JudgementResult CreateResult(Judgement judgement) => new OsuJudgementResult(HitObject, judgement);

View File

@ -74,6 +74,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
protected override void UpdateStateTransforms(ArmedState state)
{
base.UpdateStateTransforms(state);
switch (state)
{
case ArmedState.Idle:

View File

@ -202,6 +202,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
protected override void UpdateStateTransforms(ArmedState state)
{
base.UpdateStateTransforms(state);
Ball.FadeIn();
Ball.ScaleTo(HitObject.Scale);

View File

@ -75,6 +75,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
protected override void UpdateStateTransforms(ArmedState state)
{
base.UpdateStateTransforms(state);
switch (state)
{
case ArmedState.Idle:

View File

@ -215,6 +215,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
protected override void UpdateStateTransforms(ArmedState state)
{
base.UpdateStateTransforms(state);
var sequence = this.Delay(Spinner.Duration).FadeOut(160);
switch (state)