private void applyTransform(DrawableHitObject drawable, ArmedState state) { switch (drawable) { case DrawableSliderHead _: case DrawableSliderTail _: case DrawableSliderTick _: case DrawableSliderRepeat _: return; default: var hitObject = (OsuHitObject)drawable.HitObject; float appearDistance = (float)(hitObject.TimePreempt - hitObject.TimeFadeIn) / 2; Vector2 originalPosition = drawable.Position; Vector2 appearOffset = new Vector2(MathF.Cos(theta), MathF.Sin(theta)) * appearDistance; // the - 1 and + 1 prevents the hit objects to appear in the wrong position. double appearTime = hitObject.StartTime - hitObject.TimePreempt - 1; double moveDuration = hitObject.TimePreempt + 1; using (drawable.BeginAbsoluteSequence(appearTime, true)) { drawable .MoveToOffset(appearOffset) .MoveTo(originalPosition, moveDuration, Easing.InOutSine); } theta += (float)hitObject.TimeFadeIn / 1000; break; } }