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Use LocalisableString.Interpolate
instead of invalid TranslatableString
s
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parent
be2d616e34
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@ -317,11 +317,11 @@ namespace osu.Game.Overlays
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}
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else
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{
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BackButton.Text = new TranslatableString(@"_", @"{0} ({1})", CommonStrings.Back, steps[currentStepIndex.Value - 1].Description);
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BackButton.Text = LocalisableString.Interpolate($@"{CommonStrings.Back} ({steps[currentStepIndex.Value - 1].Description})");
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NextButton.Text = isLastStep
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? CommonStrings.Finish
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: new TranslatableString(@"_", @"{0} ({1})", CommonStrings.Next, steps[currentStepIndex.Value + 1].Description);
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: LocalisableString.Interpolate($@"{CommonStrings.Next} ({steps[currentStepIndex.Value + 1].Description})");
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}
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}
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@ -99,8 +99,8 @@ namespace osu.Game.Screens.Play.PlayerSettings
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{
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public override LocalisableString TooltipText =>
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Current.Value == 0
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? new TranslatableString("_", @"{0} ms", base.TooltipText)
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: new TranslatableString("_", @"{0} ms {1}", base.TooltipText, getEarlyLateText(Current.Value));
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? LocalisableString.Interpolate($@"{base.TooltipText} ms")
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: LocalisableString.Interpolate($@"{base.TooltipText} ms {getEarlyLateText(Current.Value)}");
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private LocalisableString getEarlyLateText(double value)
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{
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