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Refactor with constants and better method names
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@ -58,9 +58,6 @@ namespace osu.Game.Screens.Menu
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user = api.LocalUser.GetBoundCopy();
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skin = skinManager.CurrentSkin.GetBoundCopy();
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user.ValueChanged += _ => changeColour();
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skin.ValueChanged += _ => changeColour();
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Children = new Drawable[]
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{
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leftBox = new Box
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@ -88,7 +85,8 @@ namespace osu.Game.Screens.Menu
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}
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};
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changeColour();
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user.ValueChanged += _ => updateColour();
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skin.BindValueChanged(_ => updateColour(), true);
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}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
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@ -109,14 +107,12 @@ namespace osu.Game.Screens.Menu
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.FadeOut(beatLength, Easing.In);
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}
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private void changeColour()
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private void updateColour()
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{
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Color4 baseColour;
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Color4 baseColour = colours.Blue;
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if (user.Value?.IsSupporter ?? false)
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baseColour = skin.Value.GetValue<SkinConfiguration, Color4?>(s => s.CustomColours.ContainsKey("MenuGlow") ? s.CustomColours["MenuGlow"] : (Color4?)null) ?? colours.Blue;
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else
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baseColour = colours.Blue;
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baseColour = skin.Value.GetValue<SkinConfiguration, Color4?>(s => s.CustomColours.ContainsKey("MenuGlow") ? s.CustomColours["MenuGlow"] : (Color4?)null) ?? baseColour;
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// linear colour looks better in this case, so let's use it for now.
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Color4 gradientDark = baseColour.Opacity(0).ToLinear();
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