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Refactor update logic to be easier to follow
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@ -2,7 +2,6 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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@ -66,30 +65,27 @@ namespace osu.Game.Screens.Play.HUD.JudgementCounter
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counter.Direction.Value = convertedDirection;
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}, true);
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Mode.BindValueChanged(_ =>
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{
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updateMode();
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//Refreshing the counter causes the first child to become visible, so we want to make sure it isn't if it shouldn't be
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updateFirstChildVisibility();
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}, true);
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ShowMaxJudgement.BindValueChanged(showMax =>
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updateFirstChildVisibility(), true);
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Mode.BindValueChanged(_ => updateDisplay());
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ShowMaxJudgement.BindValueChanged(_ => updateDisplay(), true);
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}
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private void updateMode()
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private void updateDisplay()
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{
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foreach (var counter in CounterFlow.Children)
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for (int i = 0; i < CounterFlow.Children.Count; i++)
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{
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if (shouldShow(counter))
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JudgementCounter counter = CounterFlow.Children[i];
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if (shouldShow(i, counter))
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counter.Show();
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else
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counter.Hide();
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}
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bool shouldShow(JudgementCounter counter)
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bool shouldShow(int index, JudgementCounter counter)
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{
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if (index == 0 && !ShowMaxJudgement.Value)
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return false;
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if (counter.Result.Type.IsBasic())
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return true;
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@ -110,14 +106,6 @@ namespace osu.Game.Screens.Play.HUD.JudgementCounter
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}
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}
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private void updateFirstChildVisibility()
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{
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var firstChild = CounterFlow.Children.FirstOrDefault();
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if (firstChild != null)
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firstChild.State.Value = ShowMaxJudgement.Value ? Visibility.Visible : Visibility.Hidden;
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}
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private FillDirection getFillDirection(Direction flow)
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{
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switch (flow)
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