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Remove unnecessary multi-slider tracking logic
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@ -36,8 +36,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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private class OsuFlashlight : Flashlight, IRequireHighFrequencyMousePosition
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{
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private int slidersCurrentlyTracking;
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public OsuFlashlight()
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{
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FlashlightSize = new Vector2(0, getSizeFor(0));
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@ -45,22 +43,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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public void OnSliderTrackingChange(ValueChangedEvent<bool> e)
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{
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// If any sliders are in a tracking state, a further dim should be applied to the (remaining) visible portion of the playfield over a brief duration.
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if (e.NewValue)
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{
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// The transform should only be applied when the first slider begins tracking.
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if (++slidersCurrentlyTracking == 1)
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this.TransformTo(nameof(FlashlightDim), 0.8f, 50);
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}
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else
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{
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if (slidersCurrentlyTracking == 0)
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throw new InvalidOperationException($"The number of {nameof(slidersCurrentlyTracking)} cannot be below 0.");
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// The fade is restored after the last slider exits a tracked state.
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if (--slidersCurrentlyTracking == 0)
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this.TransformTo(nameof(FlashlightDim), 0.0f, 50);
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}
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// If a slider is in a tracking state, a further dim should be applied to the (remaining) visible portion of the playfield over a brief duration.
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this.TransformTo(nameof(FlashlightDim), e.NewValue ? 0.8f : 0.0f, 50);
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}
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protected override bool OnMouseMove(MouseMoveEvent e)
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