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https://github.com/ppy/osu
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Rename FlushAnimation
to FlushPendingSelections
to better match purpose
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parent
f5fa41356e
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@ -435,9 +435,9 @@ namespace osu.Game.Overlays.Mods
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}
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/// <summary>
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/// Play out all remaining animations immediately to leave mods in a good (final) state.
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/// Run any delayed selections (due to animation) immediately to leave mods in a good (final) state.
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/// </summary>
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public void FlushAnimation()
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public void FlushPendingSelections()
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{
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while (pendingSelectionOperations.TryDequeue(out var dequeuedAction))
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dequeuedAction();
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@ -250,9 +250,9 @@ namespace osu.Game.Overlays.Mods
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protected virtual ModButton CreateModButton(Mod mod) => new ModButton(mod);
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/// <summary>
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/// Play out all remaining animations immediately to leave mods in a good (final) state.
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/// Run any delayed selections (due to animation) immediately to leave mods in a good (final) state.
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/// </summary>
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public void FlushAnimation()
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public void FlushPendingSelections()
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{
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while (pendingSelectionOperations.TryDequeue(out var dequeuedAction))
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dequeuedAction();
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@ -369,7 +369,7 @@ namespace osu.Game.Overlays.Mods
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foreach (var section in ModSectionsContainer)
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{
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section.FlushAnimation();
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section.FlushPendingSelections();
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}
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FooterContainer.MoveToX(content_width, WaveContainer.DISAPPEAR_DURATION, Easing.InSine);
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@ -308,7 +308,7 @@ namespace osu.Game.Overlays.Mods
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var column = columnFlow[i].Column;
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column.FlushAnimation();
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column.FlushPendingSelections();
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column.TopLevelContent
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.MoveToY(i % 2 == 0 ? -distance : distance, fade_out_duration, Easing.OutQuint)
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.FadeOut(fade_out_duration, Easing.OutQuint);
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