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Fix incorrect nesting
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66f3370a19
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@ -230,17 +230,32 @@ namespace osu.Game.Screens.Play
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// this is intentionally done in two stages to ensure things are in a loaded state before exposing the ruleset to skin sources.
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GameplayClockContainer.Add(rulesetSkinProvider);
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rulesetSkinProvider.AddRange(new[]
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rulesetSkinProvider.AddRange(new Drawable[]
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{
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// underlay and gameplay should have access to the skinning sources.
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createUnderlayComponents(),
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createGameplayComponents(Beatmap.Value, playableBeatmap)
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failAnimationLayer = new FailAnimation(DrawableRuleset)
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{
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OnComplete = onFailComplete,
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Children = new[]
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{
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// underlay and gameplay should have access to the skinning sources.
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createUnderlayComponents(),
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createGameplayComponents(Beatmap.Value, playableBeatmap)
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}
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},
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FailOverlay = new FailOverlay
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{
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OnRetry = Restart,
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OnQuit = () => PerformExit(true),
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}
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});
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// add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components.
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// also give the overlays the ruleset skin provider to allow rulesets to potentially override HUD elements (used to disable combo counters etc.)
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// we may want to limit this in the future to disallow rulesets from outright replacing elements the user expects to be there.
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rulesetSkinProvider.Add(createOverlayComponents(Beatmap.Value));
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failAnimationLayer.AddRange(new[]
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{
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createOverlayComponents(Beatmap.Value),
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});
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if (!DrawableRuleset.AllowGameplayOverlays)
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{
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@ -339,7 +354,7 @@ namespace osu.Game.Screens.Play
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var container = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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Children = new[]
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{
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new HotkeyExitOverlay
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{
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@ -351,60 +366,48 @@ namespace osu.Game.Screens.Play
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PerformExit(false);
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},
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},
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failAnimation = new FailAnimation(DrawableRuleset)
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DimmableStoryboard.OverlayLayerContainer.CreateProxy(),
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BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
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{
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OnComplete = onFailComplete,
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Children = new[]
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{
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DimmableStoryboard.OverlayLayerContainer.CreateProxy(),
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BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
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{
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Clock = DrawableRuleset.FrameStableClock,
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ProcessCustomClock = false,
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Breaks = working.Beatmap.Breaks
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},
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// display the cursor above some HUD elements.
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DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
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DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
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HUDOverlay = new HUDOverlay(DrawableRuleset, GameplayState.Mods)
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{
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HoldToQuit =
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{
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Action = () => PerformExit(true),
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IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
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},
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KeyCounter =
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{
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AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded },
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IsCounting = false
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},
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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},
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skipIntroOverlay = new SkipOverlay(DrawableRuleset.GameplayStartTime)
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{
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RequestSkip = performUserRequestedSkip
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},
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skipOutroOverlay = new SkipOverlay(Beatmap.Value.Storyboard.LatestEventTime ?? 0)
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{
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RequestSkip = () => progressToResults(false),
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Alpha = 0
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},
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PauseOverlay = new PauseOverlay
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{
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OnResume = Resume,
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Retries = RestartCount,
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OnRetry = Restart,
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OnQuit = () => PerformExit(true),
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},
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}
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Clock = DrawableRuleset.FrameStableClock,
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ProcessCustomClock = false,
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Breaks = working.Beatmap.Breaks
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},
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FailOverlay = new FailOverlay
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// display the cursor above some HUD elements.
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DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
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DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
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HUDOverlay = new HUDOverlay(DrawableRuleset, GameplayState.Mods)
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{
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HoldToQuit =
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{
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Action = () => PerformExit(true),
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IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
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},
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KeyCounter =
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{
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AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded },
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IsCounting = false
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},
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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},
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skipIntroOverlay = new SkipOverlay(DrawableRuleset.GameplayStartTime)
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{
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RequestSkip = performUserRequestedSkip
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},
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skipOutroOverlay = new SkipOverlay(Beatmap.Value.Storyboard.LatestEventTime ?? 0)
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{
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RequestSkip = () => progressToResults(false),
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Alpha = 0
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},
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PauseOverlay = new PauseOverlay
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{
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OnResume = Resume,
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Retries = RestartCount,
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OnRetry = Restart,
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OnQuit = () => PerformExit(true),
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}
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}
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},
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},
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};
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if (!Configuration.AllowSkipping || !DrawableRuleset.AllowGameplayOverlays)
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@ -547,7 +550,7 @@ namespace osu.Game.Screens.Play
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// if the fail animation is currently in progress, accelerate it (it will show the pause dialog on completion).
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if (ValidForResume && HasFailed)
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{
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failAnimation.FinishTransforms(true);
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failAnimationLayer.FinishTransforms(true);
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return;
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}
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@ -772,7 +775,7 @@ namespace osu.Game.Screens.Play
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protected FailOverlay FailOverlay { get; private set; }
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private FailAnimation failAnimation;
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private FailAnimation failAnimationLayer;
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private bool onFail()
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{
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@ -788,7 +791,7 @@ namespace osu.Game.Screens.Play
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if (PauseOverlay.State.Value == Visibility.Visible)
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PauseOverlay.Hide();
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failAnimation.Start();
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failAnimationLayer.Start();
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if (GameplayState.Mods.OfType<IApplicableFailOverride>().Any(m => m.RestartOnFail))
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Restart();
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@ -962,7 +965,7 @@ namespace osu.Game.Screens.Play
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public override bool OnExiting(IScreen next)
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{
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screenSuspension?.RemoveAndDisposeImmediately();
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failAnimation?.RemoveAndDisposeImmediately();
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failAnimationLayer?.RemoveAndDisposeImmediately();
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// if arriving here and the results screen preparation task hasn't run, it's safe to say the user has not completed the beatmap.
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if (prepareScoreForDisplayTask == null)
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