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osu-lazer/osu.Game/Screens/Play/PlayerLoader.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input;
using osu.Framework.Localisation;
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using osu.Framework.Screens;
using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
using osu.Game.Input;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play.HUD;
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using osu.Game.Screens.Play.PlayerSettings;
using osu.Game.Users;
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using osuTK;
using osuTK.Graphics;
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namespace osu.Game.Screens.Play
{
public class PlayerLoader : ScreenWithBeatmapBackground
{
protected const float BACKGROUND_BLUR = 15;
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private readonly Func<Player> createPlayer;
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private Player player;
private LogoTrackingContainer content;
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private BeatmapMetadataDisplay info;
private bool hideOverlays;
public override bool HideOverlaysOnEnter => hideOverlays;
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protected override UserActivity InitialActivity => null; //shows the previous screen status
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public override bool DisallowExternalBeatmapRulesetChanges => true;
protected override bool PlayResumeSound => false;
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private Task loadTask;
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private InputManager inputManager;
private IdleTracker idleTracker;
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[Resolved(CanBeNull = true)]
private NotificationOverlay notificationOverlay { get; set; }
[Resolved(CanBeNull = true)]
private VolumeOverlay volumeOverlay { get; set; }
[Resolved]
private AudioManager audioManager { get; set; }
private Bindable<bool> muteWarningShownOnce;
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public PlayerLoader(Func<Player> createPlayer)
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{
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this.createPlayer = createPlayer;
}
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private void restartRequested()
{
hideOverlays = true;
ValidForResume = true;
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}
[BackgroundDependencyLoader]
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private void load(SessionStatics sessionStatics)
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{
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muteWarningShownOnce = sessionStatics.GetBindable<bool>(Static.MutedAudioNotificationShownOnce);
InternalChild = (content = new LogoTrackingContainer
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{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
}).WithChildren(new Drawable[]
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{
info = new BeatmapMetadataDisplay(Beatmap.Value, Mods.Value, content.LogoFacade)
{
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Alpha = 0,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
new FillFlowContainer<PlayerSettingsGroup>
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Vertical,
Spacing = new Vector2(0, 20),
Margin = new MarginPadding(25),
Children = new PlayerSettingsGroup[]
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{
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VisualSettings = new VisualSettings(),
new InputSettings()
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}
},
idleTracker = new IdleTracker(750)
});
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loadNewPlayer();
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}
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protected override void LoadComplete()
{
base.LoadComplete();
inputManager = GetContainingInputManager();
if (!muteWarningShownOnce.Value)
{
//Checks if the notification has not been shown yet and also if master volume is muted, track/music volume is muted or if the whole game is muted.
if (volumeOverlay?.IsMuted.Value == true || audioManager.Volume.Value <= audioManager.Volume.MinValue || audioManager.VolumeTrack.Value <= audioManager.VolumeTrack.MinValue)
{
notificationOverlay?.Post(new MutedNotification());
muteWarningShownOnce.Value = true;
}
}
}
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public override void OnResuming(IScreen last)
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{
base.OnResuming(last);
contentIn();
info.Loading = true;
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//we will only be resumed if the player has requested a re-run (see ValidForResume setting above)
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loadNewPlayer();
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this.Delay(400).Schedule(pushWhenLoaded);
}
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private void loadNewPlayer()
{
var restartCount = player?.RestartCount + 1 ?? 0;
player = createPlayer();
player.RestartCount = restartCount;
player.RestartRequested = restartRequested;
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loadTask = LoadComponentAsync(player, _ => info.Loading = false);
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}
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private void contentIn()
{
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content.ScaleTo(1, 650, Easing.OutQuint);
content.FadeInFromZero(400);
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}
private void contentOut()
{
// Ensure the logo is no longer tracking before we scale the content
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content.StopTracking();
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content.ScaleTo(0.7f, 300, Easing.InQuint);
content.FadeOut(250);
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}
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public override void OnEntering(IScreen last)
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{
base.OnEntering(last);
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content.ScaleTo(0.7f);
Background?.FadeColour(Color4.White, 800, Easing.OutQuint);
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contentIn();
info.Delay(750).FadeIn(500);
this.Delay(1800).Schedule(pushWhenLoaded);
}
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.LogoArriving(logo, resuming);
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const double duration = 300;
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if (!resuming)
{
logo.MoveTo(new Vector2(0.5f), duration, Easing.In);
}
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logo.ScaleTo(new Vector2(0.15f), duration, Easing.In);
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logo.FadeIn(350);
Scheduler.AddDelayed(() =>
{
if (this.IsCurrentScreen())
content.StartTracking(logo, resuming ? 0 : 500, Easing.InOutExpo);
}, resuming ? 0 : 500);
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}
protected override void LogoExiting(OsuLogo logo)
{
base.LogoExiting(logo);
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content.StopTracking();
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}
private ScheduledDelegate pushDebounce;
protected VisualSettings VisualSettings;
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// Here because IsHovered will not update unless we do so.
public override bool HandlePositionalInput => true;
private bool readyForPush => player.LoadState == LoadState.Ready && (IsHovered || idleTracker.IsIdle.Value) && inputManager?.DraggedDrawable == null;
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private void pushWhenLoaded()
{
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if (!this.IsCurrentScreen()) return;
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try
{
if (!readyForPush)
{
// as the pushDebounce below has a delay, we need to keep checking and cancel a future debounce
// if we become unready for push during the delay.
cancelLoad();
return;
}
if (pushDebounce != null)
return;
pushDebounce = Scheduler.AddDelayed(() =>
{
contentOut();
this.Delay(250).Schedule(() =>
{
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if (!this.IsCurrentScreen()) return;
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loadTask = null;
//By default, we want to load the player and never be returned to.
//Note that this may change if the player we load requested a re-run.
ValidForResume = false;
if (player.LoadedBeatmapSuccessfully)
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this.Push(player);
else
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this.Exit();
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});
}, 500);
}
finally
{
Schedule(pushWhenLoaded);
}
}
private void cancelLoad()
{
pushDebounce?.Cancel();
pushDebounce = null;
}
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public override void OnSuspending(IScreen next)
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{
BackgroundBrightnessReduction = false;
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base.OnSuspending(next);
cancelLoad();
}
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public override bool OnExiting(IScreen next)
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{
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content.ScaleTo(0.7f, 150, Easing.InQuint);
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this.FadeOut(150);
cancelLoad();
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Background.EnableUserDim.Value = false;
BackgroundBrightnessReduction = false;
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return base.OnExiting(next);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (isDisposing)
{
// if the player never got pushed, we should explicitly dispose it.
loadTask?.ContinueWith(_ => player.Dispose());
}
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}
private bool backgroundBrightnessReduction;
protected bool BackgroundBrightnessReduction
{
get => backgroundBrightnessReduction;
set
{
if (value == backgroundBrightnessReduction)
return;
backgroundBrightnessReduction = value;
Background.FadeColour(OsuColour.Gray(backgroundBrightnessReduction ? 0.8f : 1), 200);
}
}
protected override void Update()
{
base.Update();
if (!this.IsCurrentScreen())
return;
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// We need to perform this check here rather than in OnHover as any number of children of VisualSettings
// may also be handling the hover events.
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if (inputManager.HoveredDrawables.Contains(VisualSettings))
{
// Preview user-defined background dim and blur when hovered on the visual settings panel.
Background.EnableUserDim.Value = true;
Background.BlurAmount.Value = 0;
BackgroundBrightnessReduction = false;
}
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else
{
// Returns background dim and blur to the values specified by PlayerLoader.
Background.EnableUserDim.Value = false;
Background.BlurAmount.Value = BACKGROUND_BLUR;
BackgroundBrightnessReduction = true;
}
}
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private class BeatmapMetadataDisplay : Container
{
private class MetadataLine : Container
{
public MetadataLine(string left, string right)
{
AutoSizeAxes = Axes.Both;
Children = new Drawable[]
{
new OsuSpriteText
{
Anchor = Anchor.TopCentre,
Origin = Anchor.TopRight,
Margin = new MarginPadding { Right = 5 },
Colour = OsuColour.Gray(0.8f),
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Text = left,
},
new OsuSpriteText
{
Anchor = Anchor.TopCentre,
Origin = Anchor.TopLeft,
Margin = new MarginPadding { Left = 5 },
Text = string.IsNullOrEmpty(right) ? @"-" : right,
}
};
}
}
private readonly WorkingBeatmap beatmap;
private readonly IReadOnlyList<Mod> mods;
private readonly Drawable facade;
private LoadingAnimation loading;
private Sprite backgroundSprite;
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public bool Loading
{
set
{
if (value)
{
loading.Show();
backgroundSprite.FadeColour(OsuColour.Gray(0.5f), 400, Easing.OutQuint);
}
else
{
loading.Hide();
backgroundSprite.FadeColour(Color4.White, 400, Easing.OutQuint);
}
}
}
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public BeatmapMetadataDisplay(WorkingBeatmap beatmap, IReadOnlyList<Mod> mods, Drawable facade)
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{
this.beatmap = beatmap;
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this.mods = mods;
this.facade = facade;
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}
[BackgroundDependencyLoader]
private void load()
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{
var metadata = beatmap.BeatmapInfo?.Metadata ?? new BeatmapMetadata();
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AutoSizeAxes = Axes.Both;
Children = new Drawable[]
{
new FillFlowContainer
{
AutoSizeAxes = Axes.Both,
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
Direction = FillDirection.Vertical,
Children = new[]
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{
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facade.With(d =>
{
d.Anchor = Anchor.TopCentre;
d.Origin = Anchor.TopCentre;
}),
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new OsuSpriteText
{
Text = new LocalisedString((metadata.TitleUnicode, metadata.Title)),
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Font = OsuFont.GetFont(size: 36, italics: true),
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Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
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Margin = new MarginPadding { Top = 15 },
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},
new OsuSpriteText
{
Text = new LocalisedString((metadata.ArtistUnicode, metadata.Artist)),
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Font = OsuFont.GetFont(size: 26, italics: true),
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Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
},
new Container
{
Size = new Vector2(300, 60),
Margin = new MarginPadding(10),
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
CornerRadius = 10,
Masking = true,
Children = new Drawable[]
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{
backgroundSprite = new Sprite
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{
RelativeSizeAxes = Axes.Both,
Texture = beatmap?.Background,
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
FillMode = FillMode.Fill,
},
loading = new LoadingAnimation { Scale = new Vector2(1.3f) }
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}
},
new OsuSpriteText
{
Text = beatmap?.BeatmapInfo?.Version,
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Font = OsuFont.GetFont(size: 26, italics: true),
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Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
Margin = new MarginPadding
{
Bottom = 40
},
},
new MetadataLine("Source", metadata.Source)
{
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
},
new MetadataLine("Mapper", metadata.AuthorString)
{
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
},
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new ModDisplay
{
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
AutoSizeAxes = Axes.Both,
Margin = new MarginPadding { Top = 20 },
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Current = { Value = mods }
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}
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},
}
};
Loading = true;
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}
}
private class MutedNotification : SimpleNotification
{
public MutedNotification()
{
Text = "Your music volume is set to 0%! Click here to restore it.";
}
public override bool IsImportant => true;
[BackgroundDependencyLoader]
private void load(OsuColour colours, AudioManager audioManager, NotificationOverlay notificationOverlay, VolumeOverlay volumeOverlay)
{
Icon = FontAwesome.Solid.VolumeMute;
IconBackgound.Colour = colours.RedDark;
Activated = delegate
{
notificationOverlay.Hide();
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volumeOverlay.IsMuted.Value = false;
audioManager.Volume.SetDefault();
audioManager.VolumeTrack.SetDefault();
return true;
};
}
}
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}
}