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Use HasCompleted in Player
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@ -197,7 +197,7 @@ namespace osu.Game.Screens.Play
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};
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};
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// Bind the judgement processors to ourselves
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// Bind the judgement processors to ourselves
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ScoreProcessor.AllJudged += onCompletion;
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ScoreProcessor.HasCompleted.ValueChanged += updateCompletionState;
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HealthProcessor.Failed += onFail;
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HealthProcessor.Failed += onFail;
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foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
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foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
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@ -412,7 +412,7 @@ namespace osu.Game.Screens.Play
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private ScheduledDelegate completionProgressDelegate;
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private ScheduledDelegate completionProgressDelegate;
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private void onCompletion()
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private void updateCompletionState(ValueChangedEvent<bool> completionState)
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{
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{
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// screen may be in the exiting transition phase.
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// screen may be in the exiting transition phase.
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if (!this.IsCurrentScreen())
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if (!this.IsCurrentScreen())
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