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Remove parameter from StartTime method and add obsoleted previous version
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@ -257,8 +257,13 @@ namespace osu.Game.Rulesets.Objects.Drawables
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using (BeginAbsoluteSequence(transformTime, true))
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using (BeginAbsoluteSequence(transformTime, true))
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UpdateInitialTransforms();
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UpdateInitialTransforms();
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using (BeginAbsoluteSequence(StateUpdateTime, true))
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#pragma warning disable 618
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using (BeginAbsoluteSequence(StateUpdateTime + (Result?.TimeOffset ?? 0), true))
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UpdateStateTransforms(newState);
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UpdateStateTransforms(newState);
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#pragma warning restore 618
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using (BeginAbsoluteSequence(StateUpdateTime, true))
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UpdateStartTimeStateTransforms();
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if (newState != ArmedState.Idle)
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if (newState != ArmedState.Idle)
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{
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{
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@ -298,13 +303,23 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// In the case of a non-idle <see cref="ArmedState"/>, and if <see cref="Drawable.LifetimeEnd"/> was not set during this call, <see cref="Drawable.Expire"/> will be invoked.
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/// In the case of a non-idle <see cref="ArmedState"/>, and if <see cref="Drawable.LifetimeEnd"/> was not set during this call, <see cref="Drawable.Expire"/> will be invoked.
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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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[Obsolete("Use UpdateStartTimeStateTransforms and UpdateHitStateTransforms instead")] // Can be removed 20210504
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protected virtual void UpdateStateTransforms(ArmedState state)
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protected virtual void UpdateStateTransforms(ArmedState state)
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{
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{
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}
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}
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/// <summary>
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/// Apply passive transforms at the <see cref="HitObject"/>'s StartTime.
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/// This is called each time <see cref="State"/> changes.
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/// Previous states are automatically cleared.
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/// </summary>
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protected virtual void UpdateStartTimeStateTransforms()
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{
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}
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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"/>.
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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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/// 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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