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Always execute UpdateHitStateTransforms (even for idle)
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3b6cf95f49
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@ -265,11 +265,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
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using (BeginAbsoluteSequence(StateUpdateTime, true))
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using (BeginAbsoluteSequence(StateUpdateTime, true))
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UpdateStartTimeStateTransforms();
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UpdateStartTimeStateTransforms();
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if (newState != ArmedState.Idle)
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using (BeginAbsoluteSequence(HitStateUpdateTime, true))
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{
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UpdateHitStateTransforms(newState);
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using (BeginAbsoluteSequence(HitStateUpdateTime, true))
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UpdateHitStateTransforms(newState);
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}
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state.Value = newState;
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state.Value = newState;
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@ -319,7 +316,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// <summary>
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/// <summary>
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/// 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.
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/// 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.
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/// 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.
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/// If <see cref="Drawable.LifetimeEnd"/> was not set during this call, <see cref="Drawable.Expire"/> will be invoked.
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/// Previous states are automatically cleared.
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/// Previous states are automatically cleared.
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/// </summary>
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/// </summary>
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/// <param name="state">The new armed state.</param>
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/// <param name="state">The new armed state.</param>
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