Fix cursor issue with stopped gameplay clock

This commit is contained in:
David Zhao 2019-06-06 18:07:19 +09:00
parent 85ea650643
commit ac9a3e54a6

View File

@ -54,7 +54,8 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
for (int i = 0; i < max_sprites; i++) for (int i = 0; i < max_sprites; i++)
{ {
parts[i].InvalidationID = 0; // InvalidationID 1 forces an update of each part of the cursor trail the first time ApplyState is ran on the draw node
parts[i].InvalidationID = 1;
parts[i].WasUpdated = true; parts[i].WasUpdated = true;
} }
} }