diff --git a/osu.Game.Rulesets.Osu/Edit/DrawableOsuEditRuleset.cs b/osu.Game.Rulesets.Osu/Edit/DrawableOsuEditRuleset.cs
index cc08d356f9..3437af8c1e 100644
--- a/osu.Game.Rulesets.Osu/Edit/DrawableOsuEditRuleset.cs
+++ b/osu.Game.Rulesets.Osu/Edit/DrawableOsuEditRuleset.cs
@@ -2,8 +2,12 @@
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
+using System.Linq;
+using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods;
+using osu.Game.Rulesets.Objects.Drawables;
+using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.UI;
using osuTK;
@@ -12,11 +16,36 @@ namespace osu.Game.Rulesets.Osu.Edit
{
public class DrawableOsuEditRuleset : DrawableOsuRuleset
{
+ ///
+ /// Hit objects are intentionally made to fade out at a constant slower rate than in gameplay.
+ /// This allows a mapper to gain better historical context and use recent hitobjects as reference / snap points.
+ ///
+ private const double editor_hit_object_fade_out_extension = 500;
+
public DrawableOsuEditRuleset(Ruleset ruleset, IWorkingBeatmap beatmap, IReadOnlyList mods)
: base(ruleset, beatmap, mods)
{
}
+ public override DrawableHitObject CreateDrawableRepresentation(OsuHitObject h)
+ => base.CreateDrawableRepresentation(h)?.With(d => d.ApplyCustomUpdateState += updateState);
+
+ private void updateState(DrawableHitObject hitObject, ArmedState state)
+ {
+ switch (state)
+ {
+ case ArmedState.Miss:
+ // Get the existing fade out transform
+ var existing = hitObject.Transforms.LastOrDefault(t => t.TargetMember == nameof(Alpha));
+ if (existing == null)
+ return;
+
+ using (hitObject.BeginAbsoluteSequence(existing.StartTime))
+ hitObject.FadeOut(editor_hit_object_fade_out_extension).Expire();
+ break;
+ }
+ }
+
protected override Playfield CreatePlayfield() => new OsuPlayfieldNoCursor();
public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new OsuPlayfieldAdjustmentContainer { Size = Vector2.One };