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Fix slight threading scheduling issue.
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parent
1a4f0a92a5
commit
b0d5d88fe9
@ -37,7 +37,7 @@ namespace osu.Game.Screens.Tournament
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private double lastTime;
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private double lastTime;
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private ScheduledDelegate idleDelegate;
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private ScheduledDelegate delayedModeChangeDelegate;
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public ScrollingTeamContainer()
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public ScrollingTeamContainer()
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{
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{
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@ -87,11 +87,11 @@ namespace osu.Game.Screens.Tournament
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{
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{
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_scrollState = value;
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_scrollState = value;
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delayedModeChangeDelegate?.Cancel();
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switch (value)
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switch (value)
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{
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{
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case ScrollState.Scrolling:
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case ScrollState.Scrolling:
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idleDelegate?.Cancel();
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resetSelected();
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resetSelected();
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OnScrollStarted?.Invoke();
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OnScrollStarted?.Invoke();
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@ -103,7 +103,7 @@ namespace osu.Game.Screens.Tournament
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speedTo(0f, 2000);
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speedTo(0f, 2000);
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tracker.FadeIn(200);
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tracker.FadeIn(200);
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Delay(2300).Schedule(() => scrollState = ScrollState.Stopped);
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delayedModeChangeDelegate = Delay(2300).Schedule(() => scrollState = ScrollState.Stopped);
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break;
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break;
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case ScrollState.Stopped:
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case ScrollState.Stopped:
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// Find closest to center
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// Find closest to center
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@ -135,7 +135,7 @@ namespace osu.Game.Screens.Tournament
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st.Selected = true;
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st.Selected = true;
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OnSelected?.Invoke(st);
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OnSelected?.Invoke(st);
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idleDelegate = Delay(10000).Schedule(() => scrollState = ScrollState.Idle);
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delayedModeChangeDelegate = Delay(10000).Schedule(() => scrollState = ScrollState.Idle);
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break;
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break;
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case ScrollState.Idle:
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case ScrollState.Idle:
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resetSelected();
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resetSelected();
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