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Fix osu! logo on main menu ending up in the wrong place
Also switch to using BeginDelayedSequence where possible.
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commit
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@ -213,88 +213,89 @@ namespace osu.Game.Screens.Menu
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backButton.ContractStyle = 0;
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settingsButton.ContractStyle = 0;
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switch (state)
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bool fromInitial = lastState == MenuState.Initial;
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if (state == MenuState.TopLevel)
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buttonArea.Flush(true);
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using (buttonArea.BeginDelayedSequence(fromInitial ? 150 : 0, true))
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{
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case MenuState.Exit:
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case MenuState.Initial:
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toolbar?.Hide();
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switch (state)
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{
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case MenuState.Exit:
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case MenuState.Initial:
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toolbar?.Hide();
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buttonAreaBackground.ScaleTo(Vector2.One, 500, EasingTypes.Out);
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buttonArea.FadeOut(300);
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buttonAreaBackground.ScaleTo(Vector2.One, 500, EasingTypes.Out);
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buttonArea.FadeOut(300);
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osuLogo.Delay(150);
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osuLogo.MoveTo(Vector2.Zero, 800, EasingTypes.OutExpo);
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osuLogo.ScaleTo(1, 800, EasingTypes.OutExpo);
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using (osuLogo.BeginDelayedSequence(150))
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{
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osuLogo.MoveTo(Vector2.Zero, 800, EasingTypes.OutExpo);
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osuLogo.ScaleTo(1, 800, EasingTypes.OutExpo);
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}
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foreach (Button b in buttonsTopLevel)
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b.State = ButtonState.Contracted;
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foreach (Button b in buttonsTopLevel)
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b.State = ButtonState.Contracted;
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foreach (Button b in buttonsPlay)
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b.State = ButtonState.Contracted;
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foreach (Button b in buttonsPlay)
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b.State = ButtonState.Contracted;
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if (state == MenuState.Exit)
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{
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osuLogo.RotateTo(20, EXIT_DELAY * 1.5f);
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osuLogo.FadeOut(EXIT_DELAY);
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}
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else if (lastState == MenuState.TopLevel)
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sampleBack?.Play();
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break;
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case MenuState.TopLevel:
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buttonArea.Flush(true);
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if (state == MenuState.Exit)
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{
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osuLogo.RotateTo(20, EXIT_DELAY * 1.5f);
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osuLogo.FadeOut(EXIT_DELAY);
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}
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else if (lastState == MenuState.TopLevel)
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sampleBack?.Play();
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break;
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case MenuState.TopLevel:
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buttonAreaBackground.ScaleTo(Vector2.One, 200, EasingTypes.Out);
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buttonAreaBackground.ScaleTo(Vector2.One, 200, EasingTypes.Out);
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osuLogo.ClearTransforms();
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osuLogo.MoveTo(buttonFlow.DrawPosition, 200, EasingTypes.In);
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osuLogo.ScaleTo(0.5f, 200, EasingTypes.In);
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osuLogo.MoveTo(buttonFlow.DrawPosition, 200, EasingTypes.In);
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osuLogo.ScaleTo(0.5f, 200, EasingTypes.In);
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buttonArea.FadeIn(300);
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buttonArea.FadeIn(300);
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if (lastState == MenuState.Initial)
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{
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buttonArea.Delay(150, true);
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if (osuLogo.Scale.X > 0.5f)
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if (fromInitial && osuLogo.Scale.X > 0.5f)
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using (osuLogo.BeginDelayedSequence(200, true))
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osuLogo.Impact();
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}
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Scheduler.AddDelayed(() => toolbar?.Show(), 150);
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Scheduler.AddDelayed(() => toolbar?.Show(), 150);
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foreach (Button b in buttonsTopLevel)
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b.State = ButtonState.Expanded;
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foreach (Button b in buttonsTopLevel)
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b.State = ButtonState.Expanded;
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foreach (Button b in buttonsPlay)
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b.State = ButtonState.Contracted;
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break;
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case MenuState.Play:
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foreach (Button b in buttonsTopLevel)
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b.State = ButtonState.Exploded;
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foreach (Button b in buttonsPlay)
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b.State = ButtonState.Contracted;
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break;
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case MenuState.Play:
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foreach (Button b in buttonsTopLevel)
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b.State = ButtonState.Exploded;
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foreach (Button b in buttonsPlay)
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b.State = ButtonState.Expanded;
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break;
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case MenuState.EnteringMode:
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buttonAreaBackground.ScaleTo(new Vector2(2, 0), 300, EasingTypes.InSine);
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foreach (Button b in buttonsPlay)
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b.State = ButtonState.Expanded;
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break;
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case MenuState.EnteringMode:
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buttonAreaBackground.ScaleTo(new Vector2(2, 0), 300, EasingTypes.InSine);
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buttonsTopLevel.ForEach(b => b.ContractStyle = 1);
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buttonsPlay.ForEach(b => b.ContractStyle = 1);
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backButton.ContractStyle = 1;
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settingsButton.ContractStyle = 1;
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buttonsTopLevel.ForEach(b => b.ContractStyle = 1);
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buttonsPlay.ForEach(b => b.ContractStyle = 1);
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backButton.ContractStyle = 1;
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settingsButton.ContractStyle = 1;
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foreach (Button b in buttonsTopLevel)
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b.State = ButtonState.Contracted;
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foreach (Button b in buttonsTopLevel)
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b.State = ButtonState.Contracted;
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foreach (Button b in buttonsPlay)
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b.State = ButtonState.Contracted;
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break;
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foreach (Button b in buttonsPlay)
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b.State = ButtonState.Contracted;
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break;
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}
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backButton.State = state == MenuState.Play ? ButtonState.Expanded : ButtonState.Contracted;
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settingsButton.State = state == MenuState.TopLevel ? ButtonState.Expanded : ButtonState.Contracted;
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}
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backButton.State = state == MenuState.Play ? ButtonState.Expanded : ButtonState.Contracted;
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settingsButton.State = state == MenuState.TopLevel ? ButtonState.Expanded : ButtonState.Contracted;
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if (lastState == MenuState.Initial)
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buttonArea.DelayReset();
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}
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}
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