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Combine push logic and adjust transitions a bit more.
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ddff26d167
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@ -33,10 +33,6 @@ namespace osu.Game.Screens.Play
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{
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this.player = player;
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//By default, we want to load the player and never be returned to.
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//Note that this may change if the player we load requested a re-run.
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ValidForResume = false;
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player.RestartRequested = () => {
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showOverlays = false;
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ValidForResume = true;
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@ -77,20 +73,17 @@ namespace osu.Game.Screens.Play
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RestartCount = player.RestartCount + 1,
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RestartRequested = player.RestartRequested,
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Beatmap = player.Beatmap,
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}, p =>
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{
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contentOut();
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if (!Push(player))
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Exit();
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ValidForResume = false;
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});
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Delay(400);
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Schedule(pushWhenLoaded);
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}
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private void contentIn()
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{
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Content.ScaleTo(1, 750, EasingTypes.OutQuint);
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Content.FadeInFromZero(500);
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Content.ScaleTo(1, 650, EasingTypes.OutQuint);
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Content.FadeInFromZero(400);
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}
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private void contentOut()
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@ -118,6 +111,14 @@ namespace osu.Game.Screens.Play
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Delay(1400, true);
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Schedule(pushWhenLoaded);
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}
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private void pushWhenLoaded()
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{
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if (!player.IsLoaded)
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Schedule(pushWhenLoaded);
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contentOut();
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Delay(250);
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@ -128,6 +129,12 @@ namespace osu.Game.Screens.Play
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if (!Push(player))
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Exit();
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else
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{
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//By default, we want to load the player and never be returned to.
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//Note that this may change if the player we load requested a re-run.
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ValidForResume = false;
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}
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});
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}
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