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https://github.com/ppy/osu
synced 2024-12-11 17:42:28 +00:00
Adjust delay slightly
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parent
230c4eb247
commit
de61cb8e6a
@ -3,7 +3,6 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Linq;
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using osuTK;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Graphics;
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@ -130,8 +129,6 @@ namespace osu.Game.Overlays
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if (SectionsContainer.LoadState > LoadState.NotLoaded)
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if (SectionsContainer.LoadState > LoadState.NotLoaded)
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return;
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return;
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Debug.Assert(SectionsContainer != null);
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LoadComponentAsync(SectionsContainer, d =>
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LoadComponentAsync(SectionsContainer, d =>
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{
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{
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ContentContainer.Add(d);
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ContentContainer.Add(d);
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@ -207,8 +204,13 @@ namespace osu.Game.Overlays
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{
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{
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base.PopIn();
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base.PopIn();
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ContentContainer.MoveToX(ExpandedPosition, TRANSITION_LENGTH, Easing.OutQuint)
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ContentContainer.MoveToX(ExpandedPosition, TRANSITION_LENGTH, Easing.OutQuint);
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.OnComplete(_ => ensureContentLoaded());
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// delay load enough to ensure it doesn't overlap with the initial animation.
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// this is done as there is still a brief stutter during load completion which is more visible if the transition is in progress.
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// the eventual goal would be to remove the need for this by splitting up load into smaller work pieces, or fixing the remaining
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// load complete overheads.
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Scheduler.AddDelayed(ensureContentLoaded, TRANSITION_LENGTH / 3);
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Sidebar?.MoveToX(0, TRANSITION_LENGTH, Easing.OutQuint);
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Sidebar?.MoveToX(0, TRANSITION_LENGTH, Easing.OutQuint);
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this.FadeTo(1, TRANSITION_LENGTH, Easing.OutQuint);
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this.FadeTo(1, TRANSITION_LENGTH, Easing.OutQuint);
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