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Forcefully remove transforms before reapplying to avoid old accent colour getting rewound
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@ -108,18 +108,23 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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{
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{
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base.LoadComplete();
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base.LoadComplete();
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accentColour.BindValueChanged(colour =>
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{
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outerFill.Colour = innerFill.Colour = colour.NewValue.Darken(4);
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outerGradient.Colour = ColourInfo.GradientVertical(colour.NewValue, colour.NewValue.Darken(0.1f));
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innerGradient.Colour = ColourInfo.GradientVertical(colour.NewValue.Darken(0.5f), colour.NewValue.Darken(0.6f));
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flash.Colour = colour.NewValue;
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}, true);
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indexInCurrentCombo.BindValueChanged(index => number.Text = (index.NewValue + 1).ToString(), true);
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indexInCurrentCombo.BindValueChanged(index => number.Text = (index.NewValue + 1).ToString(), true);
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accentColour.BindValueChanged(colour =>
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{
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// A colour transform is applied.
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// Without removing transforms first, when it is rewound it may apply an old colour.
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outerGradient.ClearTransforms();
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outerGradient.Colour = ColourInfo.GradientVertical(colour.NewValue, colour.NewValue.Darken(0.1f));
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outerFill.Colour = innerFill.Colour = colour.NewValue.Darken(4);
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innerGradient.Colour = ColourInfo.GradientVertical(colour.NewValue.Darken(0.5f), colour.NewValue.Darken(0.6f));
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flash.Colour = colour.NewValue;
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updateStateTransforms(drawableObject, drawableObject.State.Value);
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}, true);
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drawableObject.ApplyCustomUpdateState += updateStateTransforms;
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drawableObject.ApplyCustomUpdateState += updateStateTransforms;
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updateStateTransforms(drawableObject, drawableObject.State.Value);
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}
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}
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private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
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private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
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