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Explicitly define Hue
rather than implicitly provide it by enum value
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@ -7,11 +7,19 @@ namespace osu.Game.Overlays
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{
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{
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public class OverlayColourProvider
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public class OverlayColourProvider
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{
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{
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public OverlayColourScheme ColourScheme { get; private set; }
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/// <summary>
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/// The hue degree associated with the colour shades provided by this <see cref="OverlayColourProvider"/>.
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/// </summary>
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public int Hue { get; private set; }
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public OverlayColourProvider(OverlayColourScheme colourScheme)
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public OverlayColourProvider(OverlayColourScheme colourScheme)
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: this(colourScheme.GetHue())
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{
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{
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ColourScheme = colourScheme;
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}
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public OverlayColourProvider(int hue)
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{
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Hue = hue;
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}
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}
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// Note that the following five colours are also defined in `OsuColour` as `{colourScheme}{0,1,2,3,4}`.
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// Note that the following five colours are also defined in `OsuColour` as `{colourScheme}{0,1,2,3,4}`.
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@ -46,31 +54,19 @@ namespace osu.Game.Overlays
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public Color4 Background6 => getColour(0.1f, 0.1f);
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public Color4 Background6 => getColour(0.1f, 0.1f);
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/// <summary>
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/// <summary>
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/// Changes the value of <see cref="ColourScheme"/> to a different colour scheme.
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/// Changes the <see cref="Hue"/> to a different degree.
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/// Note that this does not trigger any kind of signal to any drawable that received colours from here, all drawables need to be updated manually.
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/// Note that this does not trigger any kind of signal to any drawable that received colours from here, all drawables need to be updated manually.
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/// </summary>
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/// </summary>
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/// <param name="colourScheme">The proposed colour scheme.</param>
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/// <param name="colourScheme">The proposed colour scheme.</param>
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public void ChangeColourScheme(OverlayColourScheme colourScheme)
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public void ChangeColourScheme(OverlayColourScheme colourScheme) => ChangeColourScheme(colourScheme.GetHue());
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{
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ColourScheme = colourScheme;
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}
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private Color4 getColour(float saturation, float lightness) => Framework.Graphics.Colour4.FromHSL(getBaseHue(ColourScheme), saturation, lightness);
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/// <summary>
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/// Changes the <see cref="Hue"/> to a different degree.
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/// Note that this does not trigger any kind of signal to any drawable that received colours from here, all drawables need to be updated manually.
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/// </summary>
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/// <param name="hue">The proposed hue degree.</param>
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public void ChangeColourScheme(int hue) => Hue = hue;
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private static float getBaseHue(OverlayColourScheme colourScheme) => (int)colourScheme / 360f;
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private Color4 getColour(float saturation, float lightness) => Framework.Graphics.Colour4.FromHSL(Hue / 360f, saturation, lightness);
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}
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// See https://github.com/ppy/osu-web/blob/5a536d217a21582aad999db50a981003d3ad5659/app/helpers.php#L1620-L1628
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public enum OverlayColourScheme
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{
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Red = 0,
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Orange = 45,
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Lime = 90,
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Green = 125,
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Aquamarine = 160,
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Blue = 200,
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Purple = 255,
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Plum = 320,
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Pink = 333,
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}
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}
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}
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}
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60
osu.Game/Overlays/OverlayColourScheme.cs
Normal file
60
osu.Game/Overlays/OverlayColourScheme.cs
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@ -0,0 +1,60 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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namespace osu.Game.Overlays
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{
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public enum OverlayColourScheme
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{
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Red,
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Orange,
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Lime,
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Green,
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Aquamarine,
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Blue,
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Purple,
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Plum,
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Pink,
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}
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public static class OverlayColourSchemeExtensions
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{
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public static int GetHue(this OverlayColourScheme colourScheme)
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{
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// See https://github.com/ppy/osu-web/blob/5a536d217a21582aad999db50a981003d3ad5659/app/helpers.php#L1620-L1628
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switch (colourScheme)
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{
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default:
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throw new ArgumentOutOfRangeException(nameof(colourScheme));
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case OverlayColourScheme.Red:
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return 0;
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case OverlayColourScheme.Orange:
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return 45;
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case OverlayColourScheme.Lime:
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return 90;
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case OverlayColourScheme.Green:
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return 125;
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case OverlayColourScheme.Aquamarine:
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return 160;
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case OverlayColourScheme.Blue:
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return 200;
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case OverlayColourScheme.Purple:
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return 255;
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case OverlayColourScheme.Plum:
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return 320;
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case OverlayColourScheme.Pink:
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return 333;
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}
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}
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}
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}
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@ -118,7 +118,7 @@ namespace osu.Game.Overlays
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}
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}
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: Array.Empty<ProfileSection>();
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: Array.Empty<ProfileSection>();
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setupBaseContent(OverlayColourScheme.Pink, forceContentRecreation: true);
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setupBaseContent(OverlayColourScheme.Pink.GetHue(), forceContentRecreation: true);
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if (API.State.Value != APIState.Offline)
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if (API.State.Value != APIState.Offline)
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{
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{
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@ -135,9 +135,9 @@ namespace osu.Game.Overlays
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Debug.Assert(sections != null && sectionsContainer != null && tabs != null);
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Debug.Assert(sections != null && sectionsContainer != null && tabs != null);
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// reuse header and content if same colour scheme, otherwise recreate both.
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// reuse header and content if same colour scheme, otherwise recreate both.
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var profileScheme = (OverlayColourScheme?)loadedUser.ProfileHue ?? OverlayColourScheme.Pink;
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int profileHue = loadedUser.ProfileHue ?? OverlayColourScheme.Pink.GetHue();
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if (profileScheme != ColourProvider.ColourScheme)
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if (profileHue != ColourProvider.Hue)
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setupBaseContent(profileScheme, forceContentRecreation: false);
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setupBaseContent(profileHue, forceContentRecreation: false);
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var actualRuleset = rulesets.GetRuleset(userRuleset?.ShortName ?? loadedUser.PlayMode).AsNonNull();
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var actualRuleset = rulesets.GetRuleset(userRuleset?.ShortName ?? loadedUser.PlayMode).AsNonNull();
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@ -163,12 +163,12 @@ namespace osu.Game.Overlays
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loadingLayer.Hide();
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loadingLayer.Hide();
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}
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}
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private void setupBaseContent(OverlayColourScheme colourScheme, bool forceContentRecreation)
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private void setupBaseContent(int hue, bool forceContentRecreation)
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{
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{
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var previousColourScheme = ColourProvider.ColourScheme;
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int previousHue = ColourProvider.Hue;
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ColourProvider.ChangeColourScheme(colourScheme);
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ColourProvider.ChangeColourScheme(hue);
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if (colourScheme != previousColourScheme)
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if (hue != previousHue)
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{
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{
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RecreateHeader();
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RecreateHeader();
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UpdateColours();
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UpdateColours();
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@ -219,7 +219,7 @@ namespace osu.Game.Screens.Footer
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var targetPosition = targetButton?.ToSpaceOfOtherDrawable(targetButton.LayoutRectangle.TopRight, this) ?? fallbackPosition;
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var targetPosition = targetButton?.ToSpaceOfOtherDrawable(targetButton.LayoutRectangle.TopRight, this) ?? fallbackPosition;
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updateColourScheme(overlay.ColourProvider.ColourScheme);
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updateColourScheme(overlay.ColourProvider.Hue);
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footerContent = overlay.CreateFooterContent();
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footerContent = overlay.CreateFooterContent();
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@ -256,16 +256,16 @@ namespace osu.Game.Screens.Footer
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temporarilyHiddenButtons.Clear();
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temporarilyHiddenButtons.Clear();
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updateColourScheme(OverlayColourScheme.Aquamarine);
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updateColourScheme(OverlayColourScheme.Aquamarine.GetHue());
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contentContainer.Delay(timeUntilRun).Expire();
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contentContainer.Delay(timeUntilRun).Expire();
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contentContainer = null;
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contentContainer = null;
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activeOverlay = null;
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activeOverlay = null;
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}
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}
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private void updateColourScheme(OverlayColourScheme colourScheme)
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private void updateColourScheme(int hue)
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{
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{
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colourProvider.ChangeColourScheme(colourScheme);
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colourProvider.ChangeColourScheme(hue);
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background.FadeColour(colourProvider.Background5, 150, Easing.OutQuint);
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background.FadeColour(colourProvider.Background5, 150, Easing.OutQuint);
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