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Improve the look of the transition on hotkey retry (and retry in general).
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commit
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@ -116,7 +116,12 @@ namespace osu.Game.Screens.Play
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scoreProcessor = HitRenderer.CreateScoreProcessor();
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hudOverlay = new StandardHudOverlay();
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hudOverlay = new StandardHudOverlay()
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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};
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hudOverlay.KeyCounter.Add(ruleset.CreateGameplayKeys());
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hudOverlay.BindProcessor(scoreProcessor);
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hudOverlay.BindHitRenderer(HitRenderer);
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@ -160,7 +165,12 @@ namespace osu.Game.Screens.Play
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},
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new HotkeyRetryOverlay
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{
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Action = Restart,
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Action = () => {
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//we want to hide the hitrenderer immediately (looks better).
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//we may be able to remove this once the mouse cursor trail is improved.
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HitRenderer?.Hide();
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Restart();
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},
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}
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};
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}
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@ -304,8 +314,7 @@ namespace osu.Game.Screens.Play
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protected override void OnSuspending(Screen next)
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{
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Content.FadeOut(350);
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Content.ScaleTo(0.7f, 750, EasingTypes.InQuint);
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fadeOut();
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base.OnSuspending(next);
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}
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@ -324,14 +333,22 @@ namespace osu.Game.Screens.Play
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}
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}
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HitRenderer?.FadeOut(60);
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FadeOut(250);
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Content.ScaleTo(0.7f, 750, EasingTypes.InQuint);
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Background?.FadeTo(1f, 200);
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fadeOut();
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return base.OnExiting(next);
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}
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private void fadeOut()
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{
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const float fade_out_duration = 250;
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HitRenderer?.FadeOut(fade_out_duration);
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Content.FadeOut(fade_out_duration);
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hudOverlay.ScaleTo(0.7f, fade_out_duration * 3, EasingTypes.In);
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Background?.FadeTo(1f, fade_out_duration);
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}
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private Bindable<bool> mouseWheelDisabled;
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protected override bool OnWheel(InputState state) => mouseWheelDisabled.Value && !IsPaused;
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