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https://github.com/osukey/osukey.git
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Update framework and fix compilation
Most issues were related to BeginLoopedSequence usage and lack of "this." in front of transform helpers.
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@ -135,7 +135,7 @@ namespace osu.Game.Overlays.Notifications
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protected override void LoadComplete()
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{
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base.LoadComplete();
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FadeInFromZero(200);
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this.FadeInFromZero(200);
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NotificationContent.MoveToX(DrawSize.X);
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NotificationContent.MoveToX(0, 500, EasingTypes.OutQuint);
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}
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@ -148,7 +148,7 @@ namespace osu.Game.Overlays.Notifications
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wasClosed = true;
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Closed?.Invoke();
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FadeOut(100);
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this.FadeOut(100);
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Expire();
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}
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@ -181,13 +181,13 @@ namespace osu.Game.Overlays.Notifications
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protected override bool OnHover(InputState state)
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{
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FadeColour(hoverColour, 200);
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this.FadeColour(hoverColour, 200);
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return base.OnHover(state);
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}
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protected override void OnHoverLost(InputState state)
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{
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FadeColour(OsuColour.Gray(0.2f), 200);
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this.FadeColour(OsuColour.Gray(0.2f), 200);
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base.OnHoverLost(state);
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}
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}
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@ -212,12 +212,9 @@ namespace osu.Game.Overlays.Notifications
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if (pulsate)
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{
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const float length = 1000;
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using (pulsateLayer.BeginLoopedSequence(length / 2))
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{
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pulsateLayer.FadeTo(0.4f, length, EasingTypes.In);
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using (pulsateLayer.BeginDelayedSequence(length))
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pulsateLayer.FadeTo(1, length, EasingTypes.Out);
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}
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pulsateLayer.Loop(length / 2,
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p => p.FadeTo(0.4f, length, EasingTypes.In).Then().FadeTo(1, length, EasingTypes.Out)
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);
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}
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}
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}
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@ -78,7 +78,7 @@ namespace osu.Game.Overlays.Notifications
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{
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case ProgressNotificationState.Completed:
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NotificationContent.MoveToY(-DrawSize.Y / 2, 200, EasingTypes.OutQuint);
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FadeTo(0.01f, 200); //don't completely fade out or our scheduled task won't run.
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this.FadeTo(0.01f, 200); //don't completely fade out or our scheduled task won't run.
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Delay(100);
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Schedule(Completed);
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@ -196,7 +196,7 @@ namespace osu.Game.Overlays.Notifications
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set
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{
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active = value;
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FadeColour(active ? colourActive : colourInactive, 100);
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this.FadeColour(active ? colourActive : colourInactive, 100);
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}
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}
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