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Resolve merge conflicts
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@ -37,11 +37,12 @@ namespace osu.Game.Screens.Play
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public readonly ReplaySettingsOverlay ReplaySettingsOverlay;
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private Bindable<bool> showHud;
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private bool replayLoaded;
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private readonly BindableBool replayLoaded = new BindableBool();
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private static bool hasShownNotificationOnce;
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public HUDOverlay(ScoreProcessor scoreProcessor, RulesetContainer rulesetContainer, DecoupleableInterpolatingFramedClock decoupledClock, WorkingBeatmap working, IAdjustableClock adjustableSourceClock)
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public HUDOverlay(ScoreProcessor scoreProcessor, RulesetContainer rulesetContainer, DecoupleableInterpolatingFramedClock decoupledClock, WorkingBeatmap working,
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IAdjustableClock adjustableSourceClock)
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{
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RelativeSizeAxes = Axes.Both;
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@ -105,22 +106,39 @@ namespace osu.Game.Screens.Play
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}
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}
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protected virtual void BindRulesetContainer(RulesetContainer rulesetContainer)
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protected override void LoadComplete()
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{
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(rulesetContainer.KeyBindingInputManager as ICanAttachKeyCounter)?.Attach(KeyCounter);
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base.LoadComplete();
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replayLoaded = rulesetContainer.HasReplayLoaded;
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replayLoaded.ValueChanged += replayLoadedValueChanged;
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replayLoaded.TriggerChange();
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}
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ReplaySettingsOverlay.ReplayLoaded = replayLoaded;
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private void replayLoadedValueChanged(bool loaded)
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{
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ReplaySettingsOverlay.ReplayLoaded = loaded;
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// in the case a replay isn't loaded, we want some elements to only appear briefly.
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if (!replayLoaded)
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if (loaded)
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{
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ReplaySettingsOverlay.Show();
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ModDisplay.FadeIn(200);
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}
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else
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{
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ReplaySettingsOverlay.Hide();
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ModDisplay.Delay(2000).FadeOut(200);
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}
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}
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protected virtual void BindRulesetContainer(RulesetContainer rulesetContainer)
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{
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(rulesetContainer.KeyBindingInputManager as ICanAttachKeyCounter)?.Attach(KeyCounter);
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replayLoaded.BindTo(rulesetContainer.HasReplayLoaded);
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Progress.BindRulestContainer(rulesetContainer);
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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if (args.Repeat) return false;
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