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Remove unnecessary hide/show logic.
Also change the way the overlay appears when actually playing.
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b547dd6893
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@ -19,23 +19,6 @@ namespace osu.Game.Screens.Play.HUD
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{
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private readonly Bindable<IEnumerable<Mod>> mods = new Bindable<IEnumerable<Mod>>();
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private bool showMods;
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public bool ShowMods
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{
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get
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{
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return showMods;
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}
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set
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{
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showMods = value;
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if (!showMods)
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Hide();
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else
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Show();
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}
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}
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public Bindable<IEnumerable<Mod>> Current => mods;
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private readonly FillFlowContainer<ModIcon> iconsContainer;
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@ -169,7 +169,6 @@ namespace osu.Game.Screens.Play
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hudOverlay.Progress.AllowSeeking = HitRenderer.HasReplayLoaded;
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hudOverlay.Progress.OnSeek = pos => decoupledClock.Seek(pos);
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hudOverlay.ModDisplay.ShowMods = HitRenderer.HasReplayLoaded;
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hudOverlay.ModDisplay.Current.BindTo(Beatmap.Mods);
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//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
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@ -357,6 +356,10 @@ namespace osu.Game.Screens.Play
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hitRendererContainer.Alpha = 0;
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hitRendererContainer.FadeIn(750, EasingTypes.OutQuint);
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if (!HitRenderer.HasReplayLoaded)
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using (hudOverlay.ModDisplay.BeginDelayedSequence(2000))
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hudOverlay.ModDisplay.FadeOut(200);
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}
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protected override void OnSuspending(Screen next)
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