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Get rid of raw AddDelay calls within osu.Game
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@ -56,10 +56,7 @@ namespace osu.Desktop.VisualTests.Tests
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}
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if (remaining > 0)
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{
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AddDelay(80);
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Schedule(() => sendBarrage(remaining - 1));
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}
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Scheduler.AddDelayed(() => sendBarrage(remaining - 1), 80);
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}
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protected override void Update()
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@ -67,6 +67,8 @@ namespace osu.Desktop.VisualTests.Tests
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private void changePlayfieldSize(int step)
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{
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double delay = 0;
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// Add new hits
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switch (step)
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{
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@ -84,7 +86,7 @@ namespace osu.Desktop.VisualTests.Tests
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break;
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case 5:
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addSwell(1000);
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playfieldContainer.AddDelay(scroll_time - 100);
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delay = scroll_time - 100;
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break;
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}
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@ -92,10 +94,10 @@ namespace osu.Desktop.VisualTests.Tests
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switch (step)
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{
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default:
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playfieldContainer.ResizeTo(new Vector2(1, rng.Next(25, 400)), 500);
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playfieldContainer.Delay(delay).ResizeTo(new Vector2(1, rng.Next(25, 400)), 500);
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break;
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case 6:
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playfieldContainer.ResizeTo(new Vector2(1, TaikoPlayfield.DEFAULT_PLAYFIELD_HEIGHT), 500);
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playfieldContainer.Delay(delay).ResizeTo(new Vector2(1, TaikoPlayfield.DEFAULT_PLAYFIELD_HEIGHT), 500);
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break;
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}
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}
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