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osu-lazer/osu.Game/Overlays/MusicController.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
using System.Diagnostics;
using System.Linq;
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using System.Threading.Tasks;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Framework.Allocation;
using osu.Framework.Configuration;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
using osu.Framework.Input;
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using osu.Framework.Localisation;
using osu.Framework.Threading;
using osu.Game.Beatmaps;
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using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
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using osu.Game.Overlays.Music;
using osu.Game.Graphics.UserInterface;
using osu.Game.Graphics.Containers;
namespace osu.Game.Overlays
{
public class MusicController : OsuFocusedOverlayContainer
{
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private const float player_height = 130;
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private const float transition_length = 800;
private const float progress_height = 10;
private const float bottom_black_area_height = 55;
private Drawable background;
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private ProgressBar progressBar;
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private IconButton prevButton;
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private IconButton playButton;
private IconButton nextButton;
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private IconButton playlistButton;
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private SpriteText title, artist;
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private PlaylistOverlay playlist;
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private LocalisationEngine localisation;
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private readonly Bindable<WorkingBeatmap> beatmapBacking = new Bindable<WorkingBeatmap>();
private Container dragContainer;
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private Container playerContainer;
public MusicController()
{
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Width = 400;
Margin = new MarginPadding(10);
// required to let MusicController handle beatmap cycling.
AlwaysPresent = true;
}
protected override bool OnDrag(InputState state)
{
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if (base.OnDrag(state)) return true;
Trace.Assert(state.Mouse.PositionMouseDown != null, "state.Mouse.PositionMouseDown != null");
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Vector2 change = state.Mouse.Position - state.Mouse.PositionMouseDown.Value;
// Diminish the drag distance as we go further to simulate "rubber band" feeling.
change *= change.Length <= 0 ? 0 : (float)Math.Pow(change.Length, 0.7f) / change.Length;
dragContainer.MoveTo(change);
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return true;
}
protected override bool OnDragEnd(InputState state)
{
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dragContainer.MoveTo(Vector2.Zero, 800, Easing.OutElastic);
return base.OnDragEnd(state);
}
[BackgroundDependencyLoader]
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private void load(OsuGameBase game, OsuColour colours, LocalisationEngine localisation)
{
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this.localisation = localisation;
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Children = new Drawable[]
{
dragContainer = new Container
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{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
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Children = new Drawable[]
{
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playlist = new PlaylistOverlay
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{
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RelativeSizeAxes = Axes.X,
Y = player_height + 10,
},
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playerContainer = new Container
{
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RelativeSizeAxes = Axes.X,
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Height = player_height,
Masking = true,
CornerRadius = 5,
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EdgeEffect = new EdgeEffectParameters
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{
Type = EdgeEffectType.Shadow,
Colour = Color4.Black.Opacity(40),
Radius = 5,
},
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Children = new[]
{
background = new Background(),
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title = new OsuSpriteText
{
Origin = Anchor.BottomCentre,
Anchor = Anchor.TopCentre,
Position = new Vector2(0, 40),
TextSize = 25,
Colour = Color4.White,
Text = @"Nothing to play",
Font = @"Exo2.0-MediumItalic"
},
artist = new OsuSpriteText
{
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
Position = new Vector2(0, 45),
TextSize = 15,
Colour = Color4.White,
Text = @"Nothing to play",
Font = @"Exo2.0-BoldItalic"
},
new Container
{
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Padding = new MarginPadding { Bottom = progress_height },
Height = bottom_black_area_height,
RelativeSizeAxes = Axes.X,
Origin = Anchor.BottomCentre,
Anchor = Anchor.BottomCentre,
Children = new Drawable[]
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{
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new FillFlowContainer<IconButton>
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{
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AutoSizeAxes = Axes.Both,
Direction = FillDirection.Horizontal,
Spacing = new Vector2(5),
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
Children = new[]
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{
prevButton = new IconButton
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{
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Anchor = Anchor.Centre,
Origin = Anchor.Centre,
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Action = prev,
Icon = FontAwesome.fa_step_backward,
},
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playButton = new IconButton
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{
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Anchor = Anchor.Centre,
Origin = Anchor.Centre,
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Scale = new Vector2(1.4f),
IconScale = new Vector2(1.4f),
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Action = play,
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Icon = FontAwesome.fa_play_circle_o,
},
nextButton = new IconButton
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{
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Anchor = Anchor.Centre,
Origin = Anchor.Centre,
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Action = next,
Icon = FontAwesome.fa_step_forward,
},
}
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},
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playlistButton = new IconButton
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{
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Origin = Anchor.Centre,
Anchor = Anchor.CentreRight,
Position = new Vector2(-bottom_black_area_height / 2, 0),
Icon = FontAwesome.fa_bars,
Action = () => playlist.ToggleVisibility(),
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},
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}
},
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progressBar = new ProgressBar
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{
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Origin = Anchor.BottomCentre,
Anchor = Anchor.BottomCentre,
Height = progress_height,
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FillColour = colours.Yellow,
OnSeek = progress => current?.Track.Seek(progress)
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}
},
},
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}
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}
};
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beatmapBacking.BindTo(game.Beatmap);
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playlist.StateChanged += s => playlistButton.FadeColour(s == Visibility.Visible ? colours.Yellow : Color4.White, 200, Easing.OutQuint);
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}
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protected override void LoadComplete()
{
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beatmapBacking.ValueChanged += beatmapChanged;
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beatmapBacking.DisabledChanged += beatmapDisabledChanged;
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beatmapBacking.TriggerChange();
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base.LoadComplete();
}
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private void beatmapDisabledChanged(bool disabled)
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{
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if (disabled)
playlist.Hide();
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prevButton.Enabled.Value = !disabled;
nextButton.Enabled.Value = !disabled;
playlistButton.Enabled.Value = !disabled;
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}
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protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
Height = dragContainer.Height;
}
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protected override void Update()
{
base.Update();
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if (current?.TrackLoaded ?? false)
{
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var track = current.Track;
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progressBar.EndTime = track.Length;
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progressBar.CurrentTime = track.CurrentTime;
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playButton.Icon = track.IsRunning ? FontAwesome.fa_pause_circle_o : FontAwesome.fa_play_circle_o;
if (track.HasCompleted && !track.Looping && !beatmapBacking.Disabled && playlist.BeatmapSets.Any())
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next();
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}
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else
playButton.Icon = FontAwesome.fa_play_circle_o;
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}
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private void play()
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{
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var track = current?.Track;
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if (track == null)
{
if (!beatmapBacking.Disabled)
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playlist.PlayNext();
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return;
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}
if (track.IsRunning)
track.Stop();
else
track.Start();
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}
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private void prev()
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{
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queuedDirection = TransformDirection.Prev;
playlist.PlayPrevious();
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}
private void next()
{
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queuedDirection = TransformDirection.Next;
playlist.PlayNext();
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}
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private WorkingBeatmap current;
private TransformDirection? queuedDirection;
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private void beatmapChanged(WorkingBeatmap beatmap)
{
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TransformDirection direction = TransformDirection.None;
if (current != null)
{
bool audioEquals = beatmap?.BeatmapInfo?.AudioEquals(current.BeatmapInfo) ?? false;
if (audioEquals)
direction = TransformDirection.None;
else if (queuedDirection.HasValue)
{
direction = queuedDirection.Value;
queuedDirection = null;
}
else
{
//figure out the best direction based on order in playlist.
var last = playlist.BeatmapSets.TakeWhile(b => b.ID != current.BeatmapSetInfo?.ID).Count();
var next = beatmap == null ? -1 : playlist.BeatmapSets.TakeWhile(b => b.ID != beatmap.BeatmapSetInfo?.ID).Count();
direction = last > next ? TransformDirection.Prev : TransformDirection.Next;
}
}
current = beatmap;
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progressBar.CurrentTime = 0;
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updateDisplay(current, direction);
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queuedDirection = null;
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}
private ScheduledDelegate pendingBeatmapSwitch;
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private void updateDisplay(WorkingBeatmap beatmap, TransformDirection direction)
{
//we might be off-screen when this update comes in.
//rather than Scheduling, manually handle this to avoid possible memory contention.
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pendingBeatmapSwitch?.Cancel();
pendingBeatmapSwitch = Schedule(delegate
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{
// todo: this can likely be replaced with WorkingBeatmap.GetBeatmapAsync()
Task.Run(() =>
{
if (beatmap?.Beatmap == null) //this is not needed if a placeholder exists
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{
title.Current = null;
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title.Text = @"Nothing to play";
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artist.Current = null;
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artist.Text = @"Nothing to play";
}
else
{
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BeatmapMetadata metadata = beatmap.Metadata;
title.Current = localisation.GetUnicodePreference(metadata.TitleUnicode, metadata.Title);
artist.Current = localisation.GetUnicodePreference(metadata.ArtistUnicode, metadata.Artist);
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}
});
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LoadComponentAsync(new Background(beatmap) { Depth = float.MaxValue }, newBackground =>
{
switch (direction)
{
case TransformDirection.Next:
newBackground.Position = new Vector2(400, 0);
newBackground.MoveToX(0, 500, Easing.OutCubic);
background.MoveToX(-400, 500, Easing.OutCubic);
break;
case TransformDirection.Prev:
newBackground.Position = new Vector2(-400, 0);
newBackground.MoveToX(0, 500, Easing.OutCubic);
background.MoveToX(400, 500, Easing.OutCubic);
break;
}
background.Expire();
background = newBackground;
playerContainer.Add(newBackground);
});
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});
}
protected override void PopIn()
{
base.PopIn();
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this.FadeIn(transition_length, Easing.OutQuint);
dragContainer.ScaleTo(1, transition_length, Easing.OutElastic);
}
protected override void PopOut()
{
base.PopOut();
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this.FadeOut(transition_length, Easing.OutQuint);
dragContainer.ScaleTo(0.9f, transition_length, Easing.OutQuint);
}
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private enum TransformDirection
{
None,
Next,
Prev
}
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private class Background : BufferedContainer
{
private readonly Sprite sprite;
private readonly WorkingBeatmap beatmap;
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public Background(WorkingBeatmap beatmap = null)
{
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this.beatmap = beatmap;
CacheDrawnFrameBuffer = true;
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Depth = float.MaxValue;
RelativeSizeAxes = Axes.Both;
Children = new Drawable[]
{
sprite = new Sprite
{
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.Gray(150),
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FillMode = FillMode.Fill,
},
new Box
{
RelativeSizeAxes = Axes.X,
Height = bottom_black_area_height,
Origin = Anchor.BottomCentre,
Anchor = Anchor.BottomCentre,
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Colour = Color4.Black.Opacity(0.5f)
}
};
}
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[BackgroundDependencyLoader]
private void load(TextureStore textures)
{
sprite.Texture = beatmap?.Background ?? textures.Get(@"Backgrounds/bg4");
}
}
}
}