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Actually use bindables rather than stick things in Update()
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4f57a67ea4
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@ -98,6 +98,7 @@ namespace osu.Game.Screens.Play.HUD
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Interactive.BindValueChanged(_ => bar.Interactive = Interactive.Value, true);
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ShowGraph.BindValueChanged(_ => updateGraphVisibility(), true);
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ShowTime.BindValueChanged(_ => info.FadeTo(ShowTime.Value ? 1 : 0, 200, Easing.In), true);
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AccentColour.BindValueChanged(_ => Colour = AccentColour.Value, true);
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}
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protected override void UpdateObjects(IEnumerable<HitObject> objects)
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@ -118,7 +119,6 @@ namespace osu.Game.Screens.Play.HUD
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base.Update();
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content.Height = bar.Height + bar_height + info.Height;
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graphContainer.Height = bar.Height;
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Colour = AccentColour.Value;
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}
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protected override void UpdateProgress(double progress, bool isIntro)
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@ -90,6 +90,7 @@ namespace osu.Game.Screens.Play.HUD
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Interactive.BindValueChanged(_ => updateBarVisibility(), true);
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ShowGraph.BindValueChanged(_ => updateGraphVisibility(), true);
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ShowTime.BindValueChanged(_ => updateTimeVisibility(), true);
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AccentColour.BindValueChanged(_ => Colour = AccentColour.Value, true);
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base.LoadComplete();
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}
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@ -118,8 +119,6 @@ namespace osu.Game.Screens.Play.HUD
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if (!Precision.AlmostEquals(Height, newHeight, 5f))
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content.Height = newHeight;
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Colour = AccentColour.Value;
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}
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private void updateBarVisibility()
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@ -46,12 +46,18 @@ namespace osu.Game.Skinning.Components
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Masking = true;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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AccentColour.BindValueChanged(_ => Colour = AccentColour.Value, true);
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}
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protected override void Update()
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{
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base.Update();
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base.CornerRadius = CornerRadius.Value * Math.Min(DrawWidth, DrawHeight);
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Colour = AccentColour.Value;
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}
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}
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}
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