diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs index 2935791cde..d9d0d28477 100644 --- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs +++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs @@ -70,13 +70,17 @@ protected override void UpdateInitialTransforms() { base.UpdateInitialTransforms(); - // Of note, no one noticed this was missing for years, but it definitely feels like it should still exist. - // For now this is applied across all skins, and matches stable. - // For simplicity, dim colour is applied to the DrawableHitObject itself. - // We may need to make a nested container setup if this even causes a usage conflict (ie. with a mod). - this.FadeColour(new Color4(195, 195, 195, 255)); - using (BeginDelayedSequence(InitialLifetimeOffset - OsuHitWindows.MISS_WINDOW)) - this.FadeColour(Color4.White, 100); + // Dim should only be applied at a top level, as it will be implicitly applied to nested objects. + if (ParentHitObject == null) + { + // Of note, no one noticed this was missing for years, but it definitely feels like it should still exist. + // For now this is applied across all skins, and matches stable. + // For simplicity, dim colour is applied to the DrawableHitObject itself. + // We may need to make a nested container setup if this even causes a usage conflict (ie. with a mod). + this.FadeColour(new Color4(195, 195, 195, 255)); + using (BeginDelayedSequence(InitialLifetimeOffset - OsuHitWindows.MISS_WINDOW)) + this.FadeColour(Color4.White, 100); + } } protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;