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Move break overlay to a location it is not affected by gameplay scale
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2b1245f63a
commit
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@ -293,19 +293,26 @@ namespace osu.Game.Screens.Play
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performImmediateExit();
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},
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},
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failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, }
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failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, },
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new Container
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{
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Name = "Frame-stable elements",
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Clock = DrawableRuleset.FrameStableClock,
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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ScoreProcessor,
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HealthProcessor,
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BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, DrawableRuleset.GameplayStartTime, ScoreProcessor)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Breaks = working.Beatmap.Breaks
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},
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}
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},
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});
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DrawableRuleset.Overlays.Add(BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, DrawableRuleset.GameplayStartTime, ScoreProcessor)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Breaks = working.Beatmap.Breaks
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});
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DrawableRuleset.Overlays.Add(ScoreProcessor);
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DrawableRuleset.Overlays.Add(HealthProcessor);
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HealthProcessor.IsBreakTime.BindTo(BreakOverlay.IsBreakTime);
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}
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