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remove storyboard region
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@ -35,7 +35,7 @@ namespace osu.Game.Graphics.Containers
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protected override void ApplyFade()
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{
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// Storyboards cannot be blurred, so we should just hide the storyboard if it gets toggled.
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// Storyboards cannot be blurred, so just hide the storyboard if it gets toggled.
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DimContainer.FadeTo(!ShowStoryboard.Value || UserDimLevel.Value == 1 ? 0 : 1, BACKGROUND_FADE_DURATION, Easing.OutQuint);
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}
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@ -106,7 +106,7 @@ namespace osu.Game.Graphics.Containers
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}
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/// <summary>
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/// Apply non-dim related settings to the background, such as hiding and blurring.
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/// Apply non-dim related settings to the content, such as hiding and blurring.
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/// </summary>
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/// <remarks>
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/// While both backgrounds and storyboards allow user dim levels to be applied, storyboards can be toggled via <see cref="ShowStoryboard"/>
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@ -76,6 +76,15 @@ namespace osu.Game.Screens.Play
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protected GameplayClockContainer GameplayClockContainer { get; private set; }
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protected StoryboardContainer StoryboardContainer { get; private set; }
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protected virtual StoryboardContainer CreateStoryboardContainer(Storyboard storyboard) => new StoryboardContainer(storyboard)
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 1,
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EnableUserDim = { Value = true }
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};
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[Cached]
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[Cached(Type = typeof(IBindable<IReadOnlyList<Mod>>))]
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protected new readonly Bindable<IReadOnlyList<Mod>> Mods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
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@ -331,19 +340,6 @@ namespace osu.Game.Screens.Play
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protected virtual Results CreateResults(ScoreInfo score) => new SoloResults(score);
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#region Storyboard
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protected StoryboardContainer StoryboardContainer { get; private set; }
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protected virtual StoryboardContainer CreateStoryboardContainer(Storyboard storyboard) => new StoryboardContainer(storyboard)
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 1,
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EnableUserDim = { Value = true }
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};
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#endregion
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#region Fail Logic
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protected FailOverlay FailOverlay { get; private set; }
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