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Remove countdown toggle transition for now
Tricky to get right and the design isn't final as is anyway, so leaving *something* functioning as a best-effort for now.
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@ -16,8 +16,6 @@ namespace osu.Game.Screens.Edit.Setup
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{
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{
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internal class DesignSection : SetupSection
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internal class DesignSection : SetupSection
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{
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{
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private const float fade_duration = 250;
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protected LabelledSwitchButton EnableCountdown;
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protected LabelledSwitchButton EnableCountdown;
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protected LabelledEnumDropdown<CountdownType> CountdownSpeed;
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protected LabelledEnumDropdown<CountdownType> CountdownSpeed;
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protected LabelledNumberBox CountdownOffset;
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protected LabelledNumberBox CountdownOffset;
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@ -90,7 +88,6 @@ namespace osu.Game.Screens.Edit.Setup
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base.LoadComplete();
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base.LoadComplete();
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EnableCountdown.Current.BindValueChanged(_ => updateCountdownSettingsVisibility(), true);
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EnableCountdown.Current.BindValueChanged(_ => updateCountdownSettingsVisibility(), true);
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countdownSettings.FinishTransforms(true);
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EnableCountdown.Current.BindValueChanged(_ => updateBeatmap());
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EnableCountdown.Current.BindValueChanged(_ => updateBeatmap());
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CountdownSpeed.Current.BindValueChanged(_ => updateBeatmap());
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CountdownSpeed.Current.BindValueChanged(_ => updateBeatmap());
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@ -101,16 +98,7 @@ namespace osu.Game.Screens.Edit.Setup
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letterboxDuringBreaks.Current.BindValueChanged(_ => updateBeatmap());
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letterboxDuringBreaks.Current.BindValueChanged(_ => updateBeatmap());
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}
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}
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private void updateCountdownSettingsVisibility()
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private void updateCountdownSettingsVisibility() => countdownSettings.FadeTo(EnableCountdown.Current.Value ? 1 : 0);
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{
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bool countdownEnabled = EnableCountdown.Current.Value;
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foreach (var child in countdownSettings)
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{
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child.ScaleTo(new Vector2(1, countdownEnabled ? 1 : 0), fade_duration, Easing.OutQuint)
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.FadeTo(countdownEnabled ? 1 : 0, fade_duration, Easing.OutQuint);
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}
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}
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private void onOffsetCommitted()
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private void onOffsetCommitted()
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{
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{
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