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Stop BackgroundScreenDefault
from reloading beatmap background when already correct
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@ -0,0 +1,59 @@
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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.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Backgrounds;
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using osu.Game.Online.API;
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using osu.Game.Screens;
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using osu.Game.Screens.Backgrounds;
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using osu.Game.Users;
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namespace osu.Game.Tests.Visual.Background
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{
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[TestFixture]
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public class TestSceneBackgroundScreenDefault : OsuTestScene
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{
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private BackgroundScreenStack stack;
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private BackgroundScreenDefault screen;
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private Graphics.Backgrounds.Background getCurrentBackground() => screen.ChildrenOfType<Graphics.Backgrounds.Background>().FirstOrDefault();
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[Resolved]
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private OsuConfigManager config { get; set; }
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("create background stack", () => Child = stack = new BackgroundScreenStack());
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AddStep("push default screen", () => stack.Push(screen = new BackgroundScreenDefault(false)));
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AddUntilStep("wait for screen to load", () => screen.IsCurrentScreen());
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}
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[Test]
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public void TestBeatmapDoesntReloadOnNoChange()
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{
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BeatmapBackground last = null;
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setSourceMode(BackgroundSource.Beatmap);
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setSupporter(true);
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AddUntilStep("wait for beatmap background to be loaded", () => (last = getCurrentBackground() as BeatmapBackground) != null);
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AddAssert("next doesn't load new background", () => screen.Next() == false);
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// doesn't really need to be checked but might as well.
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AddWaitStep("wait a bit", 5);
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AddUntilStep("ensure same background instance", () => last == getCurrentBackground());
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}
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private void setSourceMode(BackgroundSource source) =>
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AddStep("set background mode to beatmap", () => config.SetValue(OsuSetting.MenuBackgroundSource, source));
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private void setSupporter(bool isSupporter) =>
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AddStep("set supporter", () => ((DummyAPIAccess)API).LocalUser.Value = new User { IsSupporter = isSupporter });
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}
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}
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@ -5,8 +5,8 @@ using System.Threading;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Utils;
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using osu.Framework.Threading;
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using osu.Framework.Threading;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Backgrounds;
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using osu.Game.Graphics.Backgrounds;
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@ -53,14 +53,41 @@ namespace osu.Game.Screens.Backgrounds
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mode.ValueChanged += _ => Next();
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mode.ValueChanged += _ => Next();
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beatmap.ValueChanged += _ => Next();
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beatmap.ValueChanged += _ => Next();
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introSequence.ValueChanged += _ => Next();
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introSequence.ValueChanged += _ => Next();
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seasonalBackgroundLoader.SeasonalBackgroundChanged += Next;
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seasonalBackgroundLoader.SeasonalBackgroundChanged += () => Next();
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currentDisplay = RNG.Next(0, background_count);
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currentDisplay = RNG.Next(0, background_count);
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Next();
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Next();
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}
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}
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private void display(Background newBackground)
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private ScheduledDelegate nextTask;
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private CancellationTokenSource cancellationTokenSource;
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/// <summary>
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/// Request loading the next background.
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/// </summary>
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/// <returns>Whether a new background was queued for load. May return false if the current background is still valid.</returns>
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public bool Next()
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{
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var nextBackground = createBackground();
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// in the case that the background hasn't changed, we want to avoid cancelling any tasks that could still be loading.
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if (nextBackground == background)
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return false;
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cancellationTokenSource?.Cancel();
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cancellationTokenSource = new CancellationTokenSource();
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nextTask?.Cancel();
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nextTask = Scheduler.AddDelayed(() =>
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{
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LoadComponentAsync(nextBackground, displayNext, cancellationTokenSource.Token);
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}, 100);
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return true;
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}
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private void displayNext(Background newBackground)
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{
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{
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background?.FadeOut(800, Easing.InOutSine);
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background?.FadeOut(800, Easing.InOutSine);
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background?.Expire();
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background?.Expire();
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@ -69,68 +96,50 @@ namespace osu.Game.Screens.Backgrounds
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currentDisplay++;
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currentDisplay++;
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}
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}
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private ScheduledDelegate nextTask;
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private CancellationTokenSource cancellationTokenSource;
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public void Next()
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{
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nextTask?.Cancel();
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cancellationTokenSource?.Cancel();
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cancellationTokenSource = new CancellationTokenSource();
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nextTask = Scheduler.AddDelayed(() => LoadComponentAsync(createBackground(), display, cancellationTokenSource.Token), 100);
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}
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private Background createBackground()
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private Background createBackground()
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{
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{
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Background newBackground;
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// seasonal background loading gets highest priority.
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string backgroundName;
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Background newBackground = seasonalBackgroundLoader.LoadNextBackground();
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var seasonalBackground = seasonalBackgroundLoader.LoadNextBackground();
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if (newBackground == null && user.Value?.IsSupporter == true)
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if (seasonalBackground != null)
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{
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seasonalBackground.Depth = currentDisplay;
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return seasonalBackground;
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}
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switch (introSequence.Value)
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{
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case IntroSequence.Welcome:
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backgroundName = "Intro/Welcome/menu-background";
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break;
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default:
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backgroundName = $@"Menu/menu-background-{currentDisplay % background_count + 1}";
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break;
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}
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if (user.Value?.IsSupporter ?? false)
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{
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{
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switch (mode.Value)
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switch (mode.Value)
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{
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{
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case BackgroundSource.Beatmap:
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case BackgroundSource.Beatmap:
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newBackground = new BeatmapBackground(beatmap.Value, backgroundName);
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break;
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case BackgroundSource.BeatmapWithStoryboard:
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case BackgroundSource.BeatmapWithStoryboard:
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newBackground = AllowStoryboardBackground
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{
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? new BeatmapBackgroundWithStoryboard(beatmap.Value, backgroundName)
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// this method is called in many cases where the beatmap hasn't changed (ie. on screen transitions).
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: new BeatmapBackground(beatmap.Value, backgroundName);
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// if a background is already displayed for the requested beatmap, we don't want to load it again.
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break;
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if ((background as BeatmapBackground)?.Beatmap == beatmap.Value)
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return background;
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default:
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if (mode.Value == BackgroundSource.BeatmapWithStoryboard && AllowStoryboardBackground)
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newBackground = new SkinnedBackground(skin.Value, backgroundName);
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newBackground = new BeatmapBackgroundWithStoryboard(beatmap.Value, getBackgroundTextureName());
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newBackground ??= new BeatmapBackground(beatmap.Value, getBackgroundTextureName());
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break;
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break;
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}
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}
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}
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}
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}
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else
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newBackground = new Background(backgroundName);
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newBackground ??= new Background(getBackgroundTextureName());
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newBackground.Depth = currentDisplay;
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newBackground.Depth = currentDisplay;
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return newBackground;
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return newBackground;
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}
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}
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private string getBackgroundTextureName()
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{
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switch (introSequence.Value)
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{
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case IntroSequence.Welcome:
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return @"Intro/Welcome/menu-background";
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default:
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return $@"Menu/menu-background-{currentDisplay % background_count + 1}";
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}
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}
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private class SkinnedBackground : Background
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private class SkinnedBackground : Background
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{
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{
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private readonly Skin skin;
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private readonly Skin skin;
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