diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs index 5f5deca1ba83..b3a68ec92d49 100644 --- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs +++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs @@ -91,20 +91,35 @@ protected override void UpdateInitialTransforms() drawableObjectPiece.ApplyCustomUpdateState -= applyDimToDrawableHitObject; drawableObjectPiece.ApplyCustomUpdateState += applyDimToDrawableHitObject; } - else - applyDim(piece); - } - void applyDim(Drawable piece) - { - piece.FadeColour(new Color4(195, 195, 195, 255)); - using (piece.BeginDelayedSequence(InitialLifetimeOffset - OsuHitWindows.MISS_WINDOW)) - piece.FadeColour(Color4.White, 100); + // but at the end apply the transforms now regardless of whether this is a DHO or not. + // the above is just to ensure they don't get overwritten later. + applyDim(piece); } + } + + protected override void ClearNestedHitObjects() + { + base.ClearNestedHitObjects(); + + // any dimmable pieces that are DHOs will be pooled separately. + // `applyDimToDrawableHitObject` is a closure that implicitly captures `this`, + // and because of separate pooling of parent and child objects, there is no guarantee that the pieces will be associated with `this` again on re-use. + // therefore, clean up the subscription here to avoid crosstalk. + // not doing so can result in the callback attempting to read things from `this` when it is in a completely bogus state (not in use or similar). + foreach (var piece in DimmablePieces.OfType()) + piece.ApplyCustomUpdateState -= applyDimToDrawableHitObject; + } - void applyDimToDrawableHitObject(DrawableHitObject dho, ArmedState _) => applyDim(dho); + private void applyDim(Drawable piece) + { + piece.FadeColour(new Color4(195, 195, 195, 255)); + using (piece.BeginDelayedSequence(InitialLifetimeOffset - OsuHitWindows.MISS_WINDOW)) + piece.FadeColour(Color4.White, 100); } + private void applyDimToDrawableHitObject(DrawableHitObject dho, ArmedState _) => applyDim(dho); + protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt; private OsuInputManager osuActionInputManager;