mirror of https://github.com/ppy/osu
Flip condition to reduce nesting
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157e1d8965
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@ -101,28 +101,28 @@ private void onIsHittingChanged(ValueChangedEvent<bool> isHitting)
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bodyAnimation.IsPlaying = isHitting.NewValue;
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}
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if (lightContainer != null)
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if (lightContainer == null)
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return;
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if (isHitting.NewValue)
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{
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if (isHitting.NewValue)
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{
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// Clear the fade out and, more importantly, the removal.
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lightContainer.ClearTransforms();
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// Clear the fade out and, more importantly, the removal.
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lightContainer.ClearTransforms();
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// Only add the container if the removal has taken place.
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if (lightContainer.Parent == null)
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Column.TopLevelContainer.Add(lightContainer);
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// Only add the container if the removal has taken place.
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if (lightContainer.Parent == null)
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Column.TopLevelContainer.Add(lightContainer);
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// The light must be seeked only after being loaded, otherwise a nullref occurs (https://github.com/ppy/osu-framework/issues/3847).
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if (light is TextureAnimation lightAnimation)
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lightAnimation.GotoFrame(0);
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// The light must be seeked only after being loaded, otherwise a nullref occurs (https://github.com/ppy/osu-framework/issues/3847).
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if (light is TextureAnimation lightAnimation)
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lightAnimation.GotoFrame(0);
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lightContainer.FadeIn(80);
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}
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else
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{
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lightContainer.FadeOut(120)
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.OnComplete(d => Column.TopLevelContainer.Remove(d));
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}
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lightContainer.FadeIn(80);
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}
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else
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{
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lightContainer.FadeOut(120)
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.OnComplete(d => Column.TopLevelContainer.Remove(d));
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}
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}
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