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Implement changes from review
Moves seeya back to the introscreen and uses a virtual string to change whenever it's needed and removed remainingTime()
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81c392b841
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@ -49,7 +49,9 @@ namespace osu.Game.Screens.Menu
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private const int exit_delay = 3000;
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protected SampleChannel Seeya { get; set; }
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private SampleChannel seeya;
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protected virtual string SeeyaSampleName => "Intro/seeya";
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private LeasedBindable<WorkingBeatmap> beatmap;
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@ -72,7 +74,7 @@ namespace osu.Game.Screens.Menu
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MenuVoice = config.GetBindable<bool>(OsuSetting.MenuVoice);
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MenuMusic = config.GetBindable<bool>(OsuSetting.MenuMusic);
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Seeya = audio.Samples.Get(@"Intro/seeya");
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seeya = audio.Samples.Get(SeeyaSampleName);
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BeatmapSetInfo setInfo = null;
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@ -124,7 +126,7 @@ namespace osu.Game.Screens.Menu
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double fadeOutTime = exit_delay;
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// we also handle the exit transition.
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if (MenuVoice.Value)
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Seeya.Play();
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seeya.Play();
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else
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fadeOutTime = 500;
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@ -22,17 +22,15 @@ namespace osu.Game.Screens.Menu
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private const double delay_step_two = 2142;
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private SampleChannel welcome;
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private SampleChannel pianoReverb;
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protected override string SeeyaSampleName => "Intro/Welcome/seeya";
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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Seeya = audio.Samples.Get(@"Intro/welcome/seeya");
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if (MenuVoice.Value)
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{
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welcome = audio.Samples.Get(@"Intro/welcome/welcome");
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pianoReverb = audio.Samples.Get(@"Intro/welcome/welcome_piano");
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}
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welcome = audio.Samples.Get(@"Intro/Welcome/welcome");
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pianoReverb = audio.Samples.Get(@"Intro/Welcome/welcome_piano");
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}
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protected override void LogoArriving(OsuLogo logo, bool resuming)
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@ -126,7 +124,7 @@ namespace osu.Game.Screens.Menu
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Width = 750,
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Height = 78,
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Alpha = 0,
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Texture = textures.Get(@"Welcome/welcome_text@2x")
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Texture = textures.Get(@"Welcome/welcome_text")
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},
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};
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}
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@ -135,13 +133,11 @@ namespace osu.Game.Screens.Menu
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{
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base.LoadComplete();
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double remainingTime() => delay_step_two - TransformDelay;
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using (BeginDelayedSequence(0, true))
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{
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welcomeText.ResizeHeightTo(welcomeText.Height * 2, 500, Easing.In);
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welcomeText.FadeIn(remainingTime());
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welcomeText.ScaleTo(welcomeText.Scale + new Vector2(0.1f), remainingTime(), Easing.Out).OnComplete(_ => Expire());
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welcomeText.FadeIn(delay_step_two);
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welcomeText.ScaleTo(welcomeText.Scale + new Vector2(0.1f), delay_step_two, Easing.Out).OnComplete(_ => Expire());
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}
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}
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}
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