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Obsolete legacy UpdateState() method
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@ -200,10 +200,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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break;
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}
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}
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protected override void UpdateState(ArmedState state)
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{
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}
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}
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private class TestDrawableHitObject : DrawableHitObject<HitObject>
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@ -216,10 +212,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddInternal(new Box { Size = new Vector2(75) });
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}
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protected override void UpdateState(ArmedState state)
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{
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}
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}
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}
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}
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@ -132,6 +132,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// </summary>
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public event Action<DrawableHitObject, ArmedState> ApplyCustomUpdateState;
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#pragma warning disable 618 // (legacy state management) - can be removed 20200227
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/// <summary>
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/// Enables automatic transform management of this hitobject. Implementation of transforms should be done in <see cref="UpdateInitialTransforms"/> and <see cref="UpdateStateTransforms"/> only. Rewinding and removing previous states is done automatically.
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/// </summary>
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@ -139,6 +141,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// Going forward, this is the preferred way of implementing <see cref="DrawableHitObject"/>s. Previous functionality
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/// is offered as a compatibility layer until all rulesets have been migrated across.
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/// </remarks>
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[Obsolete("Use UpdateInitialTransforms()/UpdateStateTransforms() instead")] // can be removed 20200227
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protected virtual bool UseTransformStateManagement => true;
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protected override void ClearInternal(bool disposeChildren = true) => throw new InvalidOperationException($"Should never clear a {nameof(DrawableHitObject)}");
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@ -219,10 +222,13 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// Should generally not be used when <see cref="UseTransformStateManagement"/> is true; use <see cref="UpdateStateTransforms"/> instead.
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/// </summary>
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/// <param name="state">The new armed state.</param>
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[Obsolete("Use UpdateInitialTransforms()/UpdateStateTransforms() instead")] // can be removed 20200227
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protected virtual void UpdateState(ArmedState state)
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{
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}
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#pragma warning restore 618
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#endregion
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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