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Add ability to adjust all control point attributes
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@ -3,22 +3,22 @@
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using osu.Framework.Allocation;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterfaceV2;
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namespace osu.Game.Screens.Edit.Timing
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{
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internal class EffectSection : Section<EffectControlPoint>
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{
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private OsuSpriteText kiai;
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private OsuSpriteText omitBarLine;
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private LabelledSwitchButton kiai;
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private LabelledSwitchButton omitBarLine;
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[BackgroundDependencyLoader]
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private void load()
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{
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Flow.AddRange(new[]
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{
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kiai = new OsuSpriteText(),
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omitBarLine = new OsuSpriteText(),
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kiai = new LabelledSwitchButton { Label = "Kiai Time" },
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omitBarLine = new LabelledSwitchButton { Label = "Skip Bar Line" },
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});
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}
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@ -28,8 +28,11 @@ namespace osu.Game.Screens.Edit.Timing
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ControlPoint.BindValueChanged(point =>
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{
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kiai.Text = $"Kiai: {(point.NewValue?.KiaiMode == true ? "on" : "off")}";
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omitBarLine.Text = $"Skip Bar Line: {(point.NewValue?.OmitFirstBarLine == true ? "on" : "off")}";
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if (point.NewValue != null)
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{
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kiai.Current = point.NewValue.KiaiModeBindable;
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omitBarLine.Current = point.NewValue.OmitFirstBarLineBindable;
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}
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});
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}
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