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Move schedule logic to buttons rather than section
It turns out there's some quite convoluted scheduling / order of execution requirements of ModSelectOverlay and ModSection. Applying scheduling causes a runaway condition ending in zero frames after many mod button changes. I wanted to avoid rewriting the whole component, so have just moved the schedule to guard against the part where drawables are actually changed.
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@ -64,41 +64,45 @@ namespace osu.Game.Overlays.Mods
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if (newIndex >= 0 && !Mods[newIndex].HasImplementation)
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return false;
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selectedIndex = newIndex;
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Mod modAfter = SelectedMod ?? Mods[0];
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if (beforeSelected != Selected)
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Schedule(() =>
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{
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iconsContainer.RotateTo(Selected ? 5f : 0f, 300, Easing.OutElastic);
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iconsContainer.ScaleTo(Selected ? 1.1f : 1f, 300, Easing.OutElastic);
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}
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selectedIndex = newIndex;
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Mod modAfter = SelectedMod ?? Mods[0];
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if (modBefore != modAfter)
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{
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const float rotate_angle = 16;
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foregroundIcon.RotateTo(rotate_angle * direction, mod_switch_duration, mod_switch_easing);
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backgroundIcon.RotateTo(-rotate_angle * direction, mod_switch_duration, mod_switch_easing);
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backgroundIcon.Mod = modAfter;
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using (BeginDelayedSequence(mod_switch_duration, true))
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if (beforeSelected != Selected)
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{
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foregroundIcon
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.RotateTo(-rotate_angle * direction)
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.RotateTo(0f, mod_switch_duration, mod_switch_easing);
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backgroundIcon
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.RotateTo(rotate_angle * direction)
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.RotateTo(0f, mod_switch_duration, mod_switch_easing);
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Schedule(() => displayMod(modAfter));
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iconsContainer.RotateTo(Selected ? 5f : 0f, 300, Easing.OutElastic);
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iconsContainer.ScaleTo(Selected ? 1.1f : 1f, 300, Easing.OutElastic);
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}
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}
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foregroundIcon.Selected.Value = Selected;
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if (modBefore != modAfter)
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{
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const float rotate_angle = 16;
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foregroundIcon.RotateTo(rotate_angle * direction, mod_switch_duration, mod_switch_easing);
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backgroundIcon.RotateTo(-rotate_angle * direction, mod_switch_duration, mod_switch_easing);
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backgroundIcon.Mod = modAfter;
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using (BeginDelayedSequence(mod_switch_duration, true))
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{
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foregroundIcon
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.RotateTo(-rotate_angle * direction)
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.RotateTo(0f, mod_switch_duration, mod_switch_easing);
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backgroundIcon
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.RotateTo(rotate_angle * direction)
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.RotateTo(0f, mod_switch_duration, mod_switch_easing);
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Schedule(() => displayMod(modAfter));
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}
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}
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foregroundIcon.Selected.Value = Selected;
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SelectionChanged?.Invoke(SelectedMod);
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});
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SelectionChanged?.Invoke(SelectedMod);
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return true;
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}
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