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Get rid of raw AddDelay calls within osu.Game
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@ -63,8 +63,8 @@ namespace osu.Game.Screens.Select.Leaderboards
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};
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scrollFlow.Add(ls);
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ls.AddDelay(i++ * 50, true);
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ls.Show();
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using (BeginDelayedSequence(i++ * 50, true))
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ls.Show();
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}
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scrollContainer.ScrollTo(0f, false);
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@ -64,23 +64,26 @@ namespace osu.Game.Screens.Select.Leaderboards
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this.FadeIn(200);
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content.MoveToY(0, 800, EasingTypes.OutQuint);
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AddDelay(100, true);
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avatar.FadeIn(300, EasingTypes.OutQuint);
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nameLabel.FadeIn(350, EasingTypes.OutQuint);
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avatar.MoveToX(0, 300, EasingTypes.OutQuint);
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nameLabel.MoveToX(0, 350, EasingTypes.OutQuint);
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AddDelay(250, true);
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scoreLabel.FadeIn(200);
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scoreRank.FadeIn(200);
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AddDelay(50, true);
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var drawables = new Drawable[] { flagBadgeContainer, maxCombo, accuracy, modsContainer, };
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for (int i = 0; i < drawables.Length; i++)
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using (BeginDelayedSequence(100, true))
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{
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drawables[i].FadeIn(100 + i * 50);
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avatar.FadeIn(300, EasingTypes.OutQuint);
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nameLabel.FadeIn(350, EasingTypes.OutQuint);
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avatar.MoveToX(0, 300, EasingTypes.OutQuint);
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nameLabel.MoveToX(0, 350, EasingTypes.OutQuint);
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using (BeginDelayedSequence(250, true))
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{
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scoreLabel.FadeIn(200);
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scoreRank.FadeIn(200);
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using (BeginDelayedSequence(50, true))
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{
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var drawables = new Drawable[] { flagBadgeContainer, maxCombo, accuracy, modsContainer, };
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for (int i = 0; i < drawables.Length; i++)
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drawables[i].FadeIn(100 + i * 50);
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}
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}
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}
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break;
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