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Hide song progress bar on multi-spectator player
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@ -35,6 +35,8 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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{
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{
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spectatorPlayerClock.WaitingOnFrames.BindTo(waitingOnFrames);
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spectatorPlayerClock.WaitingOnFrames.BindTo(waitingOnFrames);
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AllowUserSeekingState.Value = false;
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AllowUserSeekingState.Disabled = true;
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HUDOverlay.PlayerSettingsOverlay.Expire();
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HUDOverlay.PlayerSettingsOverlay.Expire();
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HUDOverlay.HoldToQuit.Expire();
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HUDOverlay.HoldToQuit.Expire();
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}
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}
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@ -77,6 +77,10 @@ namespace osu.Game.Screens.Play
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protected readonly Bindable<bool> LocalUserPlaying = new Bindable<bool>();
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protected readonly Bindable<bool> LocalUserPlaying = new Bindable<bool>();
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protected readonly Bindable<bool> AllowUserSeekingState = new Bindable<bool>();
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public IBindable<bool> AllowUserSeeking => AllowUserSeekingState;
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public int RestartCount;
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public int RestartCount;
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[Resolved]
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[Resolved]
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@ -269,7 +273,13 @@ namespace osu.Game.Screens.Play
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DrawableRuleset.FrameStableClock.IsCatchingUp.BindValueChanged(_ => updateSampleDisabledState());
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DrawableRuleset.FrameStableClock.IsCatchingUp.BindValueChanged(_ => updateSampleDisabledState());
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DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState());
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DrawableRuleset.HasReplayLoaded.BindValueChanged(r =>
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{
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if (!AllowUserSeekingState.Disabled)
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AllowUserSeekingState.Value = r.NewValue;
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updateGameplayState();
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});
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// bind clock into components that require it
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// bind clock into components that require it
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DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
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DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
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@ -119,7 +119,7 @@ namespace osu.Game.Screens.Play
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if (drawableRuleset != null)
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if (drawableRuleset != null)
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{
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{
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AllowSeeking.BindTo(drawableRuleset.HasReplayLoaded);
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((IBindable<bool>)AllowSeeking).BindTo(player.AllowUserSeeking);
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referenceClock = drawableRuleset.FrameStableClock;
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referenceClock = drawableRuleset.FrameStableClock;
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Objects = drawableRuleset.Objects;
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Objects = drawableRuleset.Objects;
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