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Fix osu logo shockwave playing when transition is aborted
This is a very nice use-case scenario for TransformSequence.OnComplete
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@ -250,15 +250,13 @@ namespace osu.Game.Screens.Menu
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case MenuState.TopLevel:
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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.MoveTo(buttonFlow.DrawPosition, 200, EasingTypes.In);
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osuLogo.ScaleTo(0.5f, 200, EasingTypes.In);
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var sequence = osuLogo.ScaleTo(0.5f, 200, EasingTypes.In);
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buttonArea.FadeIn(300);
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if (fromInitial && 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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sequence.OnComplete(o => o.Impact());
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osuLogo.Impact();
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buttonArea.FadeIn(300);
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Scheduler.AddDelayed(() => toolbar?.Show(), 150);
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Scheduler.AddDelayed(() => toolbar?.Show(), 150);
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