diff --git a/PerformanceCalculatorGUI/Screens/ObjectInspection/OsuObjectInspectorRuleset.cs b/PerformanceCalculatorGUI/Screens/ObjectInspection/OsuObjectInspectorRuleset.cs index ef725a45e..ab775e3e6 100644 --- a/PerformanceCalculatorGUI/Screens/ObjectInspection/OsuObjectInspectorRuleset.cs +++ b/PerformanceCalculatorGUI/Screens/ObjectInspection/OsuObjectInspectorRuleset.cs @@ -8,6 +8,7 @@ using osu.Game.Beatmaps; using osu.Game.Rulesets; using osu.Game.Rulesets.Mods; +using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Difficulty.Preprocessing; using osu.Game.Rulesets.Osu.Edit; @@ -88,7 +89,15 @@ private void updateState(DrawableHitObject hitObject, ArmedState state) hitObject.RemoveTransform(existing); using (hitObject.BeginAbsoluteSequence(hitObject.StartTimeBindable.Value)) - hitObject.Delay(nextHitObject.StartTime - hitObject.StartTimeBindable.Value).FadeOut().Expire(); + { + var hitObjectDuration = hitObject.HitObject.GetEndTime() - hitObject.StartTimeBindable.Value; + + hitObject.Delay(hitObjectDuration) + .FadeTo(0.25f, 200f, Easing.Out) + .Delay(nextHitObject.StartTime - hitObject.StartTimeBindable.Value - hitObjectDuration) + .FadeOut(100f, Easing.Out) + .Expire(); + } } break;