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Update usages of IsAlive/IsLoaded in line with framework changes
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@ -68,7 +68,7 @@ namespace osu.Desktop.Tests.Visual
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while (progressingNotifications.Count(n => n.State == ProgressNotificationState.Active) < 3)
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{
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var p = progressingNotifications.FirstOrDefault(n => n.IsLoaded && n.State == ProgressNotificationState.Queued);
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var p = progressingNotifications.FirstOrDefault(n => n.IsAlive && n.State == ProgressNotificationState.Queued);
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if (p == null)
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break;
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@ -44,7 +44,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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return;
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accentColour = value;
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if (LoadState == LoadState.Loaded)
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if (LoadState == LoadState.Ready)
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Schedule(reloadTexture);
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}
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}
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@ -37,7 +37,7 @@ namespace osu.Game.Screens
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}
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// Make sure the in-progress loading is complete before pushing the screen.
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while (screen.LoadState < LoadState.Loaded)
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while (screen.LoadState < LoadState.Ready)
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Thread.Sleep(1);
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base.Push(screen);
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@ -108,7 +108,7 @@ namespace osu.Game.Screens.Play
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}
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}
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public override bool HandleInput => receptor?.IsAlive != true;
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public override bool HandleInput => receptor == null;
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private Receptor receptor;
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