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Always execute UpdateHitStateTransforms (even for idle)

This commit is contained in:
Dean Herbert 2020-11-04 16:39:39 +09:00
parent 3b6cf95f49
commit 831325978a

View File

@ -265,11 +265,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
using (BeginAbsoluteSequence(StateUpdateTime, true))
UpdateStartTimeStateTransforms();
if (newState != ArmedState.Idle)
{
using (BeginAbsoluteSequence(HitStateUpdateTime, true))
UpdateHitStateTransforms(newState);
}
using (BeginAbsoluteSequence(HitStateUpdateTime, true))
UpdateHitStateTransforms(newState);
state.Value = newState;
@ -319,7 +316,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
/// <summary>
/// Apply transforms based on the current <see cref="ArmedState"/>. This call is offset by <see cref="HitStateUpdateTime"/> (HitObject.EndTime + Result.Offset), equivalent to when the user hit the object.
/// This method is only called on <see cref="ArmedState.Hit"/> or <see cref="ArmedState.Miss"/>. If <see cref="Drawable.LifetimeEnd"/> was not set during this call, <see cref="Drawable.Expire"/> will be invoked.
/// If <see cref="Drawable.LifetimeEnd"/> was not set during this call, <see cref="Drawable.Expire"/> will be invoked.
/// Previous states are automatically cleared.
/// </summary>
/// <param name="state">The new armed state.</param>