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Hide combo counter on gameplay break
Intentionally inside LegacyComboCounter and not in CatchComboDisplay, to avoid conflicting with how the legacy combo counter fades away after 1 second of no combo update, can move to parent once a DefaultComboCounter design is decided and code is shareable between.
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@ -47,6 +47,23 @@ namespace osu.Game.Rulesets.Catch.Skinning
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};
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};
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}
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}
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private IBindable<bool> isBreakTime;
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[Resolved(canBeNull: true)]
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private GameplayBeatmap beatmap { get; set; }
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protected override void LoadComplete()
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{
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base.LoadComplete();
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isBreakTime = beatmap?.IsBreakTime.GetBoundCopy();
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isBreakTime?.BindValueChanged(b =>
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{
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if (b.NewValue)
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this.FadeOut(400.0, Easing.OutQuint);
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});
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}
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public void DisplayInitialCombo(int combo) => updateCombo(combo, null, true);
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public void DisplayInitialCombo(int combo) => updateCombo(combo, null, true);
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public void UpdateCombo(int combo, Color4? hitObjectColour) => updateCombo(combo, hitObjectColour, false);
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public void UpdateCombo(int combo, Color4? hitObjectColour) => updateCombo(combo, hitObjectColour, false);
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