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Fix state update exception in a better way
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7d02018134
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@ -51,9 +51,15 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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var drawableOsuObject = (DrawableOsuHitObject)drawableObject;
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state.BindTo(drawableObject.State);
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state.BindValueChanged(updateState, true);
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accentColour.BindTo(drawableObject.AccentColour);
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indexInCurrentCombo.BindTo(drawableOsuObject.IndexInCurrentComboBindable);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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state.BindValueChanged(updateState, true);
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accentColour.BindValueChanged(colour =>
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{
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explode.Colour = colour.NewValue;
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@ -61,7 +67,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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circle.Colour = colour.NewValue;
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}, true);
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indexInCurrentCombo.BindTo(drawableOsuObject.IndexInCurrentComboBindable);
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indexInCurrentCombo.BindValueChanged(index => number.Text = (index.NewValue + 1).ToString(), true);
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}
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@ -613,13 +613,13 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// The time at which state transforms should be applied that line up to <see cref="HitObject"/>'s StartTime.
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/// This is used to offset calls to <see cref="UpdateStateTransforms"/>.
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/// </summary>
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public double StateUpdateTime => HitObject?.StartTime ?? 0;
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public double StateUpdateTime => HitObject.StartTime;
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/// <summary>
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/// The time at which judgement dependent state transforms should be applied. This is equivalent of the (end) time of the object, in addition to any judgement offset.
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/// This is used to offset calls to <see cref="UpdateHitStateTransforms"/>.
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/// </summary>
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public double HitStateUpdateTime => Result?.TimeAbsolute ?? HitObject?.GetEndTime() ?? 0;
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public double HitStateUpdateTime => Result?.TimeAbsolute ?? HitObject.GetEndTime();
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/// <summary>
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/// Will be called at least once after this <see cref="DrawableHitObject"/> has become not alive.
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