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Remove AccentColour member variable from LogoVisualisation
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1551402a8d
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@ -11,7 +11,6 @@ using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using JetBrains.Annotations;
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using JetBrains.Annotations;
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@ -27,7 +26,7 @@ namespace osu.Game.Screens.Menu
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/// <summary>
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/// <summary>
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/// A visualiser that reacts to music coming from beatmaps.
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/// A visualiser that reacts to music coming from beatmaps.
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/// </summary>
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/// </summary>
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public class LogoVisualisation : Drawable, IHasAccentColour
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public class LogoVisualisation : Drawable
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{
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{
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private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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@ -68,8 +67,6 @@ namespace osu.Game.Screens.Menu
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private int indexOffset;
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private int indexOffset;
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public Color4 AccentColour { get; set; } = Color4.White.Opacity(.2f);
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/// <summary>
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/// <summary>
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/// The relative movement of bars based on input amplification. Defaults to 1.
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/// The relative movement of bars based on input amplification. Defaults to 1.
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/// </summary>
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/// </summary>
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@ -177,7 +174,7 @@ namespace osu.Game.Screens.Menu
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// Assuming the logo is a circle, we don't need a second dimension.
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// Assuming the logo is a circle, we don't need a second dimension.
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private float size;
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private float size;
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private Color4 colour;
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private Color4 colour = Color4.White.Opacity(.2f);
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private float[] audioData;
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private float[] audioData;
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private readonly QuadBatch<TexturedVertex2D> vertexBatch = new QuadBatch<TexturedVertex2D>(100, 10);
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private readonly QuadBatch<TexturedVertex2D> vertexBatch = new QuadBatch<TexturedVertex2D>(100, 10);
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@ -194,7 +191,6 @@ namespace osu.Game.Screens.Menu
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shader = Source.shader;
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shader = Source.shader;
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texture = Source.texture;
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texture = Source.texture;
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size = Source.DrawSize.X;
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size = Source.DrawSize.X;
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colour = Source.AccentColour;
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audioData = Source.frequencyAmplitudes;
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audioData = Source.frequencyAmplitudes;
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}
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}
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