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Add back beatmap difficulty appear/disappear movement
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@ -167,7 +167,10 @@ namespace osu.Game.Screens.Select.Carousel
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BorderContainer.MoveToX(0, 500, Easing.OutExpo);
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BorderContainer.MoveToX(0, 500, Easing.OutExpo);
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foreach (var beatmap in beatmapContainer)
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foreach (var beatmap in beatmapContainer)
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beatmap.FadeOut(50).Expire();
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{
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beatmap.MoveToY(0, 800, Easing.OutQuint);
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beatmap.FadeOut(80).Expire();
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}
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}
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}
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protected override void Selected()
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protected override void Selected()
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@ -176,6 +179,9 @@ namespace osu.Game.Screens.Select.Carousel
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BorderContainer.MoveToX(-100, 500, Easing.OutExpo);
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BorderContainer.MoveToX(-100, 500, Easing.OutExpo);
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// on selection we show our child beatmaps.
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// for now this is a simple drawable construction each selection.
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// can be improved in the future.
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var carouselBeatmapSet = (CarouselBeatmapSet)Item;
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var carouselBeatmapSet = (CarouselBeatmapSet)Item;
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// ToArray() in this line is required due to framework oversight: https://github.com/ppy/osu-framework/pull/3929
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// ToArray() in this line is required due to framework oversight: https://github.com/ppy/osu-framework/pull/3929
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@ -190,15 +196,15 @@ namespace osu.Game.Screens.Select.Carousel
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if (carouselBeatmapSet != Item)
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if (carouselBeatmapSet != Item)
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return;
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return;
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beatmapContainer.ChildrenEnumerable = loaded;
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float yPos = DrawableCarouselBeatmap.CAROUSEL_BEATMAP_SPACING;
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float yPos = DrawableCarouselBeatmap.CAROUSEL_BEATMAP_SPACING;
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foreach (var item in loaded)
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foreach (var item in loaded)
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{
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{
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item.Y = yPos;
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item.MoveToY(yPos, 800, Easing.OutQuint);
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yPos += item.Item.TotalHeight + DrawableCarouselBeatmap.CAROUSEL_BEATMAP_SPACING;
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yPos += item.Item.TotalHeight + DrawableCarouselBeatmap.CAROUSEL_BEATMAP_SPACING;
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}
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}
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beatmapContainer.ChildrenEnumerable = loaded;
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});
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});
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}
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}
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