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Update with framework state transformation
Removes explicit initial state setting in DrawableOsuHitObjects.
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@ -23,12 +23,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected sealed override void UpdateState(ArmedState state)
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{
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ClearTransforms(true);
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double transformTime = HitObject.StartTime - TIME_PREEMPT;
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using (BeginAbsoluteSequence(HitObject.StartTime - TIME_PREEMPT, true))
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TransformStateTo(transformTime, true);
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ClearTransformsAfter(transformTime, true);
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using (BeginAbsoluteSequence(transformTime, true))
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{
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UpdateInitialState();
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UpdatePreemptState();
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using (BeginDelayedSequence(TIME_PREEMPT + (Judgements.FirstOrDefault()?.TimeOffset ?? 0), true))
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@ -36,12 +37,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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}
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}
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protected virtual void UpdateInitialState()
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{
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// Hide() cannot be used here, because when rewinding, we need these to be the final values
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Alpha = 0;
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}
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protected virtual void UpdatePreemptState()
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{
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this.FadeIn(TIME_FADEIN);
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