From 831325978a4ae9c1c4b599d65d6bcc779ee9f012 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Wed, 4 Nov 2020 16:39:39 +0900 Subject: [PATCH] Always execute UpdateHitStateTransforms (even for idle) --- osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs | 9 +++------ 1 file changed, 3 insertions(+), 6 deletions(-) diff --git a/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs b/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs index 318bb323aa..0a7702d971 100644 --- a/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs +++ b/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs @@ -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 /// /// Apply transforms based on the current . This call is offset by (HitObject.EndTime + Result.Offset), equivalent to when the user hit the object. - /// This method is only called on or . If was not set during this call, will be invoked. + /// If was not set during this call, will be invoked. /// Previous states are automatically cleared. /// /// The new armed state.