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Adjust scale and outwards transition of ButtonSystem.
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parent
665352f706
commit
4ad618abc9
@ -32,15 +32,16 @@ namespace osu.Game.GameModes.Menu
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private FlowContainerWithOrigin buttonFlow;
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const float button_area_height = 128;
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const float button_width = 180f;
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const float wedge_width = 25.6f;
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const float button_area_height = 100;
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const float button_width = 140f;
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const float wedge_width = 20;
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public const int EXIT_DELAY = 3000;
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private OsuLogo osuLogo;
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private Drawable iconFacade;
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private Container buttonArea;
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private Box buttonAreaBackground;
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private Button backButton;
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private Button settingsButton;
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@ -51,9 +52,10 @@ namespace osu.Game.GameModes.Menu
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public enum MenuState
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{
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Initial,
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Exit,
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TopLevel,
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Play,
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EnteringMode,
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Exit,
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}
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public override void Load()
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@ -71,10 +73,13 @@ namespace osu.Game.GameModes.Menu
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Alpha = 0,
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Children = new Drawable[]
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{
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new Box
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buttonAreaBackground = new Box
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{
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SizeMode = InheritMode.XY,
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Colour = new Color4(50, 50, 50, 255)
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Size = new Vector2(2, 1),
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Colour = new Color4(50, 50, 50, 255),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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buttonFlow = new FlowContainerWithOrigin
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{
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@ -169,11 +174,16 @@ namespace osu.Game.GameModes.Menu
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MenuState lastState = state;
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state = value;
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//todo: figure a more elegant way of doing this.
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buttonsTopLevel.ForEach(b => b.ContractStyle = 0);
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buttonsPlay.ForEach(b => b.ContractStyle = 0);
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backButton.ContractStyle = 0;
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settingsButton.ContractStyle = 0;
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switch (state)
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{
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case MenuState.Initial:
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backButton.State = Button.ButtonState.Contracted;
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buttonAreaBackground.ScaleTo(Vector2.One, 500, EasingTypes.Out);
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buttonArea.FadeOut(500);
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osuLogo.Delay(150);
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@ -187,7 +197,7 @@ namespace osu.Game.GameModes.Menu
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b.State = Button.ButtonState.Contracted;
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break;
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case MenuState.TopLevel:
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backButton.State = Button.ButtonState.Contracted;
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buttonAreaBackground.ScaleTo(Vector2.One, 200, EasingTypes.Out);
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osuLogo.MoveTo(buttonFlow.Position, 200, EasingTypes.In);
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osuLogo.ScaleTo(0.5f, 200, EasingTypes.In);
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@ -205,14 +215,26 @@ namespace osu.Game.GameModes.Menu
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b.State = Button.ButtonState.Contracted;
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break;
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case MenuState.Play:
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backButton.State = Button.ButtonState.Expanded;
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foreach (Button b in buttonsTopLevel)
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b.State = Button.ButtonState.Exploded;
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foreach (Button b in buttonsPlay)
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b.State = Button.ButtonState.Expanded;
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break;
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case MenuState.EnteringMode:
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buttonAreaBackground.ScaleTo(new Vector2(2, 0), 300, EasingTypes.InSine);
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buttonsTopLevel.ForEach(b => b.ContractStyle = 1);
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buttonsPlay.ForEach(b => b.ContractStyle = 1);
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backButton.ContractStyle = 1;
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settingsButton.ContractStyle = 1;
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foreach (Button b in buttonsTopLevel)
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b.State = Button.ButtonState.Contracted;
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foreach (Button b in buttonsPlay)
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b.State = Button.ButtonState.Contracted;
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break;
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case MenuState.Exit:
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buttonArea.FadeOut(200);
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@ -230,7 +252,7 @@ namespace osu.Game.GameModes.Menu
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break;
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}
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backButton.State = state >= MenuState.Play ? Button.ButtonState.Expanded : Button.ButtonState.Contracted;
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backButton.State = state == MenuState.Play ? Button.ButtonState.Expanded : Button.ButtonState.Contracted;
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settingsButton.State = state == MenuState.TopLevel ? Button.ButtonState.Expanded : Button.ButtonState.Contracted;
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if (lastState == MenuState.Initial)
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@ -273,13 +295,13 @@ namespace osu.Game.GameModes.Menu
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{
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logo = new Sprite()
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{
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Texture = Game.Textures.Get(@"menu-osu"),
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Texture = Game.Textures.Get(@"Menu/logo"),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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},
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ripple = new Sprite()
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{
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Texture = Game.Textures.Get(@"menu-osu"),
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Texture = Game.Textures.Get(@"Menu/logo"),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Alpha = 0.4f
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@ -420,7 +442,7 @@ namespace osu.Game.GameModes.Menu
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icon = new TextAwesome
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{
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Anchor = Anchor.Centre,
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TextSize = 40,
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TextSize = 30,
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Position = new Vector2(0, 0),
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Icon = symbol
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},
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@ -429,6 +451,7 @@ namespace osu.Game.GameModes.Menu
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Direction = FlowDirection.HorizontalOnly,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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TextSize = 16,
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Position = new Vector2(0, 35),
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Text = text
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}
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@ -576,8 +599,9 @@ namespace osu.Game.GameModes.Menu
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base.Update();
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}
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ButtonState state;
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public int ContractStyle;
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ButtonState state;
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public ButtonState State
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{
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get { return state; }
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@ -587,15 +611,25 @@ namespace osu.Game.GameModes.Menu
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if (state == value)
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return;
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ButtonState lastState = state;
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state = value;
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switch (state)
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{
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case ButtonState.Contracted:
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const int contract_duration = 500;
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box.ScaleTo(new Vector2(0, 1), contract_duration, EasingTypes.OutExpo);
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FadeOut(contract_duration);
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switch (ContractStyle)
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{
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default:
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box.ScaleTo(new Vector2(0, 1), 500, EasingTypes.OutExpo);
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FadeOut(500);
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break;
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case 1:
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box.ScaleTo(new Vector2(0, 1), 400, EasingTypes.InSine);
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FadeOut(800);
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break;
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}
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break;
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case ButtonState.Contracted2:
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break;
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case ButtonState.Expanded:
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const int expand_duration = 500;
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@ -616,6 +650,7 @@ namespace osu.Game.GameModes.Menu
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public enum ButtonState
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{
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Contracted,
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Contracted2,
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Expanded,
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Exploded
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}
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@ -49,5 +49,28 @@ namespace osu.Game.GameModes.Menu
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}
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};
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}
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protected override double OnSuspending(GameMode next)
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{
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const float length = 400;
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buttons.State = ButtonSystem.MenuState.EnteringMode;
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Content.FadeOut(length, EasingTypes.InSine);
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Content.MoveTo(new Vector2(-800, 0), length, EasingTypes.InSine);
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return base.OnSuspending(next);
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}
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protected override double OnResuming(GameMode last)
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{
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const float length = 300;
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buttons.State = ButtonSystem.MenuState.TopLevel;
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Content.FadeIn(length, EasingTypes.OutQuint);
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Content.MoveTo(new Vector2(0, 0), length, EasingTypes.OutQuint);
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return base.OnResuming(last);
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}
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}
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}
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