mirror of https://github.com/ppy/osu
Only apply dim at top level objects
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56d424003d
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52002d91dd
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@ -70,13 +70,17 @@ protected override void UpdateInitialTransforms()
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{
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base.UpdateInitialTransforms();
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// Of note, no one noticed this was missing for years, but it definitely feels like it should still exist.
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// For now this is applied across all skins, and matches stable.
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// For simplicity, dim colour is applied to the DrawableHitObject itself.
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// We may need to make a nested container setup if this even causes a usage conflict (ie. with a mod).
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this.FadeColour(new Color4(195, 195, 195, 255));
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using (BeginDelayedSequence(InitialLifetimeOffset - OsuHitWindows.MISS_WINDOW))
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this.FadeColour(Color4.White, 100);
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// Dim should only be applied at a top level, as it will be implicitly applied to nested objects.
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if (ParentHitObject == null)
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{
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// Of note, no one noticed this was missing for years, but it definitely feels like it should still exist.
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// For now this is applied across all skins, and matches stable.
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// For simplicity, dim colour is applied to the DrawableHitObject itself.
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// We may need to make a nested container setup if this even causes a usage conflict (ie. with a mod).
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this.FadeColour(new Color4(195, 195, 195, 255));
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using (BeginDelayedSequence(InitialLifetimeOffset - OsuHitWindows.MISS_WINDOW))
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this.FadeColour(Color4.White, 100);
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}
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}
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protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;
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