protected override void UpdateHitStateTransforms(ArmedState state) { base.UpdateHitStateTransforms(state); (CirclePiece.Drawable as IMainCirclePiece)?.Animate(state); switch (state) { case ArmedState.Idle: this.Delay(HitObject.TimePreempt).FadeOut(); break; case ArmedState.Miss: this.FadeOut(animDuration); break; case ArmedState.Hit: this.FadeOut(animDuration, Easing.Out); const float final_scale = 1.5f; Arrow.ScaleTo(Scale * final_scale, animDuration, Easing.Out); CirclePiece.ScaleTo(Scale * final_scale, animDuration, Easing.Out); break; } }