diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs index 85fd68efdd..83646c561d 100644 --- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs +++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs @@ -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) diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs index 8a7e5117f9..c46343c73c 100644 --- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs +++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs @@ -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); diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableRepeatPoint.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableRepeatPoint.cs index 00a943a67f..84d2a4af9b 100644 --- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableRepeatPoint.cs +++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableRepeatPoint.cs @@ -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: diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs index 65f1d5e15f..08b43b0345 100644 --- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs +++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs @@ -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); diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSliderTick.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSliderTick.cs index ba931976a8..9d4d9958a1 100644 --- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSliderTick.cs +++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSliderTick.cs @@ -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: diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSpinner.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSpinner.cs index b1185ddba8..d1b9ee6cb4 100644 --- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSpinner.cs +++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSpinner.cs @@ -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)