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Avoid applying state transforms when no object is present

This commit is contained in:
Salman Ahmed 2022-04-19 08:08:02 +03:00
parent fd113953ac
commit b067924ada

View File

@ -4,6 +4,7 @@
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
@ -137,16 +138,17 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true);
if (drawableObject != null)
{
drawableObject.ApplyCustomUpdateState += updateStateTransforms;
updateStateTransforms(drawableObject, drawableObject?.State.Value ?? ArmedState.Idle);
updateStateTransforms(drawableObject, drawableObject.State.Value);
}
}
private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
{
const double legacy_fade_duration = 240;
using (BeginAbsoluteSequence(drawableObject?.HitStateUpdateTime ?? 0))
using (BeginAbsoluteSequence(drawableObject.AsNonNull().HitStateUpdateTime))
{
switch (state)
{