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Add method to safely refresh DrawableHitObject transforms
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@ -14,13 +14,13 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Threading;
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using osu.Framework.Threading;
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using osu.Game.Audio;
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using osu.Game.Audio;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects.Pooling;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Objects.Pooling;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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using osuTK.Graphics;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Objects.Drawables
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namespace osu.Game.Rulesets.Objects.Drawables
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@ -429,6 +429,13 @@ namespace osu.Game.Rulesets.Objects.Drawables
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base.ClearTransformsAfter(double.MinValue, true);
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base.ClearTransformsAfter(double.MinValue, true);
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}
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}
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/// <summary>
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/// Removes all previously applied transforms, then reapplies a new set of transforms with potentially different parameters.
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/// The transforms will use the current <see cref="ArmedState"/>, and they will use the appropriate start times.
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/// This also takes in account potential overrides defined in <see cref="ApplyCustomUpdateState"/>.
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/// </summary>
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protected void RefreshStateTransforms() => updateState(State.Value, true);
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/// <summary>
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/// <summary>
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/// Apply (generally fade-in) transforms leading into the <see cref="HitObject"/> start time.
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/// Apply (generally fade-in) transforms leading into the <see cref="HitObject"/> start time.
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/// The local drawable hierarchy is recursively delayed to <see cref="HitObjectLifetimeEntry.LifetimeStart"/> for convenience.
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/// The local drawable hierarchy is recursively delayed to <see cref="HitObjectLifetimeEntry.LifetimeStart"/> for convenience.
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