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Unbind events affecting the background after gameplay has ended.
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@ -288,8 +288,8 @@ namespace osu.Game.Screens.Play
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(Background as BackgroundScreenBeatmap)?.BlurTo(Vector2.Zero, 1500, Easing.OutQuint);
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(Background as BackgroundScreenBeatmap)?.BlurTo(Vector2.Zero, 1500, Easing.OutQuint);
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dimLevel.ValueChanged += value => updateBackgroundElements();
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dimLevel.ValueChanged += dimLevel_ValueChanged;
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showStoryboard.ValueChanged += value => updateBackgroundElements();
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showStoryboard.ValueChanged += showStoryboard_ValueChanged;
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updateBackgroundElements();
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updateBackgroundElements();
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Content.Alpha = 0;
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Content.Alpha = 0;
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@ -331,6 +331,12 @@ namespace osu.Game.Screens.Play
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return true;
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return true;
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}
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}
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private void dimLevel_ValueChanged(double newValue)
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=> updateBackgroundElements();
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private void showStoryboard_ValueChanged(bool newValue)
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=> updateBackgroundElements();
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private void updateBackgroundElements()
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private void updateBackgroundElements()
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{
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{
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var opacity = 1 - (float)dimLevel;
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var opacity = 1 - (float)dimLevel;
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@ -342,6 +348,9 @@ namespace osu.Game.Screens.Play
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private void fadeOut()
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private void fadeOut()
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{
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{
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dimLevel.ValueChanged -= dimLevel_ValueChanged;
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showStoryboard.ValueChanged -= showStoryboard_ValueChanged;
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const float fade_out_duration = 250;
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const float fade_out_duration = 250;
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RulesetContainer?.FadeOut(fade_out_duration);
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RulesetContainer?.FadeOut(fade_out_duration);
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