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https://github.com/osukey/osukey.git
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Update with framework bindable changes
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@ -117,7 +117,7 @@ namespace osu.Game.Screens.Menu
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[BackgroundDependencyLoader(true)]
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private void load(AudioManager audio, IdleTracker idleTracker)
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{
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isIdle.ValueChanged += updateIdleState;
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isIdle.ValueChanged += e => updateIdleState(e.NewValue);
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if (idleTracker != null) isIdle.BindTo(idleTracker.IsIdle);
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@ -52,7 +52,7 @@ namespace osu.Game.Screens.Menu
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BeatmapSetInfo setInfo = null;
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if (!menuMusic)
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if (!menuMusic.Value)
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{
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var sets = beatmaps.GetAllUsableBeatmapSets();
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if (sets.Count > 0)
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@ -93,13 +93,13 @@ namespace osu.Game.Screens.Menu
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{
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Beatmap.Value = introBeatmap;
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if (menuVoice)
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if (menuVoice.Value)
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welcome.Play();
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Scheduler.AddDelayed(delegate
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{
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// Only start the current track if it is the menu music. A beatmap's track is started when entering the Main Manu.
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if (menuMusic)
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if (menuMusic.Value)
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track.Start();
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LoadComponentAsync(mainMenu = new MainMenu());
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@ -158,7 +158,7 @@ namespace osu.Game.Screens.Menu
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double fadeOutTime = EXIT_DELAY;
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//we also handle the exit transition.
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if (menuVoice)
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if (menuVoice.Value)
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seeya.Play();
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else
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fadeOutTime = 500;
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@ -5,6 +5,7 @@ using osuTK;
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using osuTK.Graphics;
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using osuTK.Input;
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Events;
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using osu.Framework.Screens;
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@ -157,7 +158,7 @@ namespace osu.Game.Screens.Menu
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.OnComplete(l => buttons.SetOsuLogo(null));
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}
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private void beatmap_ValueChanged(WorkingBeatmap newValue)
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private void beatmap_ValueChanged(ValueChangedEvent<WorkingBeatmap> e)
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{
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if (!this.IsCurrentScreen())
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return;
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