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Fix hidden dissmissing logic
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parent
672dbe6e03
commit
e8fae85e8d
@ -245,18 +245,19 @@ namespace osu.Game.Overlays
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this.FadeOut(200);
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this.FadeOut(200);
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}
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}
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public void Dismiss()
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public bool Dismiss()
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{
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{
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if (drawableMedal != null && drawableMedal.State != DisplayState.Full)
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if (drawableMedal != null && drawableMedal.State != DisplayState.Full)
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{
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{
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// if we haven't yet, play out the animation fully
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// if we haven't yet, play out the animation fully
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drawableMedal.State = DisplayState.Full;
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drawableMedal.State = DisplayState.Full;
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FinishTransforms(true);
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FinishTransforms(true);
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return;
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return false;
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}
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}
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Hide();
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Hide();
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Expire();
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Expire();
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return true;
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}
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}
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private partial class BackgroundStrip : Container
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private partial class BackgroundStrip : Container
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@ -114,7 +114,10 @@ namespace osu.Game.Overlays
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if (currentMedalDisplay?.IsLoaded == false)
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if (currentMedalDisplay?.IsLoaded == false)
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return;
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return;
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currentMedalDisplay?.Dismiss();
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// Dismissing may sometimes play out the medal animation rather than immediately dismissing.
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if (currentMedalDisplay?.Dismiss() == false)
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return;
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currentMedalDisplay = null;
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currentMedalDisplay = null;
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if (!queuedMedals.Any())
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if (!queuedMedals.Any())
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