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Revert some unnecessary complications in logo logic
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272584eb79
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@ -179,6 +179,15 @@ namespace osu.Game.Screens.Multi.Match
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CurrentItem.BindValueChanged(currentItemChanged, true);
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}
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public override bool OnExiting(IScreen next)
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{
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RoomManager?.PartRoom();
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return base.OnExiting(next);
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}
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/// <summary>
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/// Handles propagation of the current playlist item's content to game-wide mechanisms.
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/// </summary>
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private void currentItemChanged(PlaylistItem item)
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{
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// Retrieve the corresponding local beatmap, since we can't directly use the playlist's beatmap info
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@ -190,12 +199,6 @@ namespace osu.Game.Screens.Multi.Match
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Ruleset.Value = item.Ruleset;
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}
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public override bool OnExiting(IScreen next)
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{
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RoomManager?.PartRoom();
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return base.OnExiting(next);
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}
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/// <summary>
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/// Handle the case where a beatmap is imported (and can be used by this match).
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/// </summary>
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@ -184,7 +184,6 @@ namespace osu.Game.Screens.Multi
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public override void OnEntering(IScreen last)
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{
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this.FadeIn();
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waves.Show();
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}
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@ -201,18 +200,24 @@ namespace osu.Game.Screens.Multi
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updatePollingRate(isIdle.Value);
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// the wave overlay transition takes longer than expected to run.
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logo?.AppendAnimatingAction(() => logo.Delay(WaveContainer.DISAPPEAR_DURATION / 2).FadeOut(), false);
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base.OnExiting(next);
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return false;
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}
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protected override void LogoExiting(OsuLogo logo)
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{
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base.LogoExiting(logo);
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// the wave overlay transition takes longer than expected to run.
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logo.Delay(WaveContainer.DISAPPEAR_DURATION / 2).FadeOut();
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}
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public override void OnResuming(IScreen last)
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{
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this.FadeIn(250);
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this.ScaleTo(1, 250, Easing.OutSine);
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logo?.AppendAnimatingAction(() => ApplyLogoArrivingDefaults(logo), true);
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base.OnResuming(last);
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updatePollingRate(isIdle.Value);
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}
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