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Update state based on result during LoadComplete
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@ -199,7 +199,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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comboColourBrightness.BindValueChanged(_ => UpdateComboColour());
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comboColourBrightness.BindValueChanged(_ => UpdateComboColour());
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// Apply transforms
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// Apply transforms
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updateState(State.Value, true);
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updateStateBasedOnResults();
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}
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}
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/// <summary>
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/// <summary>
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@ -265,6 +265,16 @@ namespace osu.Game.Rulesets.Objects.Drawables
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// If not loaded, the state update happens in LoadComplete().
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// If not loaded, the state update happens in LoadComplete().
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if (IsLoaded)
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if (IsLoaded)
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{
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updateStateBasedOnResults();
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// Combo colour may have been applied via a bindable flow while no object entry was attached.
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// Update here to ensure we're in a good state.
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UpdateComboColour();
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}
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}
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private void updateStateBasedOnResults()
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{
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{
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if (Result.IsHit)
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if (Result.IsHit)
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updateState(ArmedState.Hit, true);
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updateState(ArmedState.Hit, true);
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@ -272,11 +282,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
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updateState(ArmedState.Miss, true);
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updateState(ArmedState.Miss, true);
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else
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else
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updateState(ArmedState.Idle, true);
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updateState(ArmedState.Idle, true);
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// Combo colour may have been applied via a bindable flow while no object entry was attached.
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// Update here to ensure we're in a good state.
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UpdateComboColour();
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}
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}
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}
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protected sealed override void OnFree(HitObjectLifetimeEntry entry)
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protected sealed override void OnFree(HitObjectLifetimeEntry entry)
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