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https://github.com/ppy/osu.git
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Delay -> ApplyDelay; DelayReset -> ResetDelay
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parent
6063219b72
commit
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@ -1 +1 @@
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Subproject commit 1b650814183065be20f10d7df7dce2045cad754e
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Subproject commit 0bdb38e12e99716e563d27035737ba167d17763d
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@ -57,7 +57,7 @@ namespace osu.Desktop.VisualTests.Tests
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if (remaining > 0)
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{
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Delay(80);
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ApplyDelay(80);
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Schedule(() => sendBarrage(remaining - 1));
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}
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}
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@ -84,7 +84,7 @@ namespace osu.Desktop.VisualTests.Tests
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break;
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case 5:
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addSwell(1000);
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playfieldContainer.Delay(scroll_time - 100);
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playfieldContainer.ApplyDelay(scroll_time - 100);
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break;
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}
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@ -98,7 +98,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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fp.MoveTo(pointEndPosition, DrawableOsuHitObject.TIME_FADEIN, EasingTypes.Out);
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fp.Delay(fadeOutTime - fadeInTime);
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fp.ApplyDelay(fadeOutTime - fadeInTime);
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fp.FadeOut(DrawableOsuHitObject.TIME_FADEIN);
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}
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@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected sealed override void UpdateState(ArmedState state)
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{
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Flush();
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DelayReset();
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ResetDelay(true);
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using (BeginAbsoluteSequence(HitObject.StartTime - TIME_PREEMPT, true))
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{
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@ -158,7 +158,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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ball.FadeIn();
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Delay(slider.Duration, true);
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ApplyDelay(slider.Duration, true);
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body.FadeOut(160);
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ball.FadeOut(160);
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@ -66,10 +66,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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this.ScaleTo(1.2f, animIn);
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this.FadeIn(animIn);
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Delay(animIn);
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ApplyDelay(animIn);
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this.ScaleTo(1, 150, EasingTypes.Out);
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Delay(-animIn);
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ApplyDelay(-animIn);
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}
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protected override void UpdateCurrentState(ArmedState state)
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@ -77,7 +77,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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switch (state)
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{
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case ArmedState.Idle:
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Delay(FadeOutTime - sliderTick.StartTime);
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ApplyDelay(FadeOutTime - sliderTick.StartTime);
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this.FadeOut();
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break;
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case ArmedState.Miss:
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@ -192,13 +192,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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mainContainer.ScaleTo(0);
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mainContainer.ScaleTo(spinner.Scale * circle.DrawHeight / DrawHeight * 1.4f, TIME_PREEMPT - 150, EasingTypes.OutQuint);
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mainContainer.Delay(TIME_PREEMPT - 150);
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mainContainer.ApplyDelay(TIME_PREEMPT - 150);
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mainContainer.ScaleTo(1, 500, EasingTypes.OutQuint);
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}
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protected override void UpdateCurrentState(ArmedState state)
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{
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Delay(spinner.Duration, true);
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ApplyDelay(spinner.Duration, true);
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this.FadeOut(160);
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@ -129,7 +129,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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{
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background.Flush(false, nameof(Alpha));
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background.FadeTo(tracking_alpha + 0.2f, 60, EasingTypes.OutExpo);
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background.Delay(60);
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background.ApplyDelay(60);
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background.FadeTo(tracking_alpha, 250, EasingTypes.OutQuint);
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}
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@ -64,7 +64,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Delay(BarLine.StartTime - Time.Current);
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ApplyDelay(BarLine.StartTime - Time.Current);
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this.FadeOut(base_fadeout_time * BarLine.ScrollTime / 1000);
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}
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@ -65,7 +65,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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protected override void UpdateState(ArmedState state)
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{
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Delay(HitObject.StartTime - Time.Current + Judgement.TimeOffset, true);
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ApplyDelay(HitObject.StartTime - Time.Current + Judgement.TimeOffset, true);
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var circlePiece = MainPiece as CirclePiece;
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@ -74,7 +74,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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switch (State)
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{
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case ArmedState.Idle:
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Delay(HitObject.HitWindowMiss);
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ApplyDelay(HitObject.HitWindowMiss);
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break;
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case ArmedState.Miss:
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this.FadeOut(100);
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@ -98,7 +98,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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Content.ScaleTo(0.8f, gravity_time * 2, EasingTypes.OutQuad);
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this.MoveToY(-gravity_travel_height, gravity_time, EasingTypes.Out);
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Delay(gravity_time, true);
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ApplyDelay(gravity_time, true);
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this.MoveToY(gravity_travel_height * 2, gravity_time * 2, EasingTypes.In);
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break;
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}
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@ -181,13 +181,13 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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const float preempt = 100;
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Delay(HitObject.StartTime - Time.Current - preempt, true);
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ApplyDelay(HitObject.StartTime - Time.Current - preempt, true);
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targetRing.ScaleTo(target_ring_scale, preempt * 4, EasingTypes.OutQuint);
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Delay(preempt, true);
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ApplyDelay(preempt, true);
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Delay(Judgement.TimeOffset + HitObject.Duration, true);
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ApplyDelay(Judgement.TimeOffset + HitObject.Duration, true);
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const float out_transition_time = 300;
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@ -150,12 +150,12 @@ namespace osu.Game.Rulesets.Taiko.UI
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const float up_time = 1000;
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back.ScaleTo(target.Scale.X - scale_amount, down_time, EasingTypes.OutQuint);
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back.Delay(down_time);
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back.ApplyDelay(down_time);
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back.ScaleTo(1, up_time, EasingTypes.OutQuint);
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target.ScaleTo(target.Scale.X - scale_amount, down_time, EasingTypes.OutQuint);
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target.FadeTo(Math.Min(target.Alpha + alpha_amount, 1), down_time, EasingTypes.OutQuint);
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target.Delay(down_time);
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target.ApplyDelay(down_time);
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target.ScaleTo(1, up_time, EasingTypes.OutQuint);
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target.FadeOut(up_time, EasingTypes.OutQuint);
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}
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@ -99,7 +99,7 @@ namespace osu.Game.Graphics.UserInterface
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colourContainer.ResizeTo(new Vector2(1.5f, 1f), click_duration, EasingTypes.In);
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flash();
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Delay(click_duration);
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ApplyDelay(click_duration);
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Schedule(delegate {
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colourContainer.ResizeTo(new Vector2(0.8f, 1f));
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spriteText.Spacing = Vector2.Zero;
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@ -106,7 +106,7 @@ namespace osu.Game.Graphics.UserInterface.Volume
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private void schedulePopOut()
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{
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popOutDelegate?.Cancel();
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Delay(1000);
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ApplyDelay(1000);
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popOutDelegate = Schedule(Hide);
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}
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}
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@ -119,7 +119,7 @@ namespace osu.Game
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if (!menu.IsCurrentScreen)
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{
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menu.MakeCurrent();
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Delay(500);
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ApplyDelay(500);
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scoreLoad = Schedule(() => LoadScore(s));
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return;
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}
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@ -35,7 +35,7 @@ namespace osu.Game.Overlays
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if (v != Visibility.Hidden) return;
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//handle the dialog being dismissed.
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dialog.Delay(PopupDialog.EXIT_DURATION);
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dialog.ApplyDelay(PopupDialog.EXIT_DURATION);
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dialog.Expire();
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if (dialog == currentDialog)
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@ -80,7 +80,7 @@ namespace osu.Game.Overlays.Notifications
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NotificationContent.MoveToY(-DrawSize.Y / 2, 200, EasingTypes.OutQuint);
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this.FadeTo(0.01f, 200); //don't completely fade out or our scheduled task won't run.
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Delay(100);
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ApplyDelay(100);
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Schedule(Completed);
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break;
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}
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@ -75,14 +75,14 @@ namespace osu.Game.Rulesets.Judgements
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this.MoveToOffset(new Vector2(0, 100), 800, EasingTypes.InQuint);
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this.RotateTo(40, 800, EasingTypes.InQuint);
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Delay(600);
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ApplyDelay(600);
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this.FadeOut(200);
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break;
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case HitResult.Hit:
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this.ScaleTo(0.9f);
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this.ScaleTo(1, 500, EasingTypes.OutElastic);
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Delay(100);
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ApplyDelay(100);
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this.FadeOut(400);
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break;
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}
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Content.FadeInFromZero(500);
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icon.Delay(1500);
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icon.ApplyDelay(1500);
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icon.FadeColour(iconColour, 200);
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Delay(6000, true);
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ApplyDelay(6000, true);
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Content.FadeOut(250);
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Delay(250);
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ApplyDelay(250);
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Schedule(() => Push(intro));
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}
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@ -98,7 +98,7 @@ namespace osu.Game.Screens.Play.HUD
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return;
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fill.FadeEdgeEffectTo(Math.Min(1, fill.EdgeEffect.Colour.Linear.A + (1f - base_glow_opacity) / glow_max_hits), 50, EasingTypes.OutQuint);
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fill.Delay(glow_fade_delay);
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fill.ApplyDelay(glow_fade_delay);
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fill.FadeEdgeEffectTo(base_glow_opacity, glow_fade_time, EasingTypes.OutQuint);
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}
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@ -58,7 +58,7 @@ namespace osu.Game.Screens.Play
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{
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OnResume = delegate
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{
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Delay(400);
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ApplyDelay(400);
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Schedule(Resume);
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},
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OnRetry = () => OnRetry(),
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@ -77,7 +77,7 @@ namespace osu.Game.Screens.Play
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Beatmap = player.Beatmap,
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});
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Delay(400);
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ApplyDelay(400);
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Schedule(pushWhenLoaded);
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}
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@ -104,14 +104,14 @@ namespace osu.Game.Screens.Play
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contentIn();
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Delay(500, true);
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ApplyDelay(500, true);
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logo.MoveToOffset(new Vector2(0, -180), 500, EasingTypes.InOutExpo);
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Delay(250, true);
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ApplyDelay(250, true);
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info.FadeIn(500);
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Delay(1400, true);
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ApplyDelay(1400, true);
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Schedule(pushWhenLoaded);
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}
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@ -123,7 +123,7 @@ namespace osu.Game.Screens.Play
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contentOut();
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Delay(250);
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ApplyDelay(250);
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Schedule(() =>
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{
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@ -33,7 +33,7 @@ namespace osu.Game.Screens.Ranking
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protected override void LoadComplete()
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{
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base.LoadComplete();
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fill.Delay(400);
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fill.ApplyDelay(400);
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fill.FadeInFromZero(600);
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}
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@ -179,7 +179,7 @@ namespace osu.Game.Screens.Ranking
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foreach (var s in statisticsContainer.Children)
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{
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s.FadeOut();
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s.Delay(delay += 200);
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s.ApplyDelay(delay += 200);
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s.FadeIn(300 + delay, EasingTypes.Out);
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}
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});
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@ -44,7 +44,7 @@ namespace osu.Game.Screens
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boxContainer.ScaleTo(0.2f);
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boxContainer.RotateTo(-20);
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Content.Delay(300, true);
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Content.ApplyDelay(300, true);
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boxContainer.ScaleTo(1, transition_time, EasingTypes.OutElastic);
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boxContainer.RotateTo(0, transition_time / 2, EasingTypes.OutQuint);
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@ -63,7 +63,7 @@ namespace osu.Game.Screens.Select.Leaderboards
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};
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scrollFlow.Add(ls);
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ls.Delay(i++ * 50, true);
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ls.ApplyDelay(i++ * 50, true);
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ls.Show();
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}
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@ -64,18 +64,18 @@ namespace osu.Game.Screens.Select.Leaderboards
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this.FadeIn(200);
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content.MoveToY(0, 800, EasingTypes.OutQuint);
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Delay(100, true);
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ApplyDelay(100, true);
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avatar.FadeIn(300, EasingTypes.OutQuint);
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nameLabel.FadeIn(350, EasingTypes.OutQuint);
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avatar.MoveToX(0, 300, EasingTypes.OutQuint);
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nameLabel.MoveToX(0, 350, EasingTypes.OutQuint);
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Delay(250, true);
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ApplyDelay(250, true);
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scoreLabel.FadeIn(200);
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scoreRank.FadeIn(200);
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Delay(50, true);
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ApplyDelay(50, true);
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var drawables = new Drawable[] { flagBadgeContainer, maxCombo, accuracy, modsContainer, };
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for (int i = 0; i < drawables.Length; i++)
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