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Tidy up state change logic
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@ -155,16 +155,11 @@ namespace osu.Game.Screens.Play
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public Visibility State
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{
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get
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{
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return state;
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}
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get { return state; }
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set
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{
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if (state == value)
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return;
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bool stateChanged = value != state;
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var lastState = state;
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state = value;
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scheduledHide?.Cancel();
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@ -172,7 +167,8 @@ namespace osu.Game.Screens.Play
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switch (state)
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{
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case Visibility.Visible:
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if (lastState == Visibility.Hidden)
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// we may be triggered to become visible mnultiple times but we only want to transform once.
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if (stateChanged)
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this.FadeIn(500, Easing.OutExpo);
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if (!IsHovered)
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