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;
            }
        }