protected override void OnEntering(Screen last) { base.OnEntering(last); Content.FadeInFromZero(250); FilterControl.Activate(); }
protected override void OnEntering(Screen last) { base.OnEntering(last); ensurePlayingSelected(); changeBackground(Beatmap); Content.FadeInFromZero(250); beatmapInfoWedge.State = Visibility.Visible; filter.Activate(); }
protected override void OnEntering(Screen last) { base.OnEntering(last); ensurePlayingSelected(); changeBackground(Beatmap); Content.FadeInFromZero(250); beatmapInfoWedge.MoveToX(-50); beatmapInfoWedge.MoveToX(0, 800, EasingTypes.OutQuint); filter.Activate(); }
public override void OnResuming(IScreen last) { base.OnResuming(last); // required due to https://github.com/ppy/osu-framework/issues/3218 ModSelect.SelectedMods.Disabled = false; ModSelect.SelectedMods.BindTo(selectedMods); Carousel.AllowSelection = true; BeatmapDetails.Refresh(); Beatmap.Value.Track.Looping = true; music?.ResetTrackAdjustments(); if (Beatmap != null && !Beatmap.Value.BeatmapSetInfo.DeletePending) { UpdateBeatmap(Beatmap.Value); // restart playback on returning to song select, regardless. music?.Play(); } this.FadeIn(250); this.ScaleTo(1, 250, Easing.OutSine); FilterControl.Activate(); }
public override void OnResuming(IScreen last) { base.OnResuming(last); // required due to https://github.com/ppy/osu-framework/issues/3218 ModSelect.SelectedMods.Disabled = false; ModSelect.SelectedMods.BindTo(selectedMods); Carousel.AllowSelection = true; BeatmapDetails.Refresh(); beginLooping(); music.ResetTrackAdjustments(); if (Beatmap != null && !Beatmap.Value.BeatmapSetInfo.DeletePending) { updateComponentFromBeatmap(Beatmap.Value); // restart playback on returning to song select, regardless. // not sure this should be a permanent thing (we may want to leave a user pause paused even on returning) music.Play(requestedByUser: true); } this.FadeIn(250); this.ScaleTo(1, 250, Easing.OutSine); FilterControl.Activate(); }
public override void OnEntering(IScreen last) { base.OnEntering(last); this.FadeInFromZero(250); FilterControl.Activate(); }
public override void OnResuming(IScreen last) { Carousel.AllowSelection = true; BeatmapDetails.Leaderboard.RefreshScores(); Beatmap.Value.Track.Looping = true; music?.ResetTrackAdjustments(); if (Beatmap != null && !Beatmap.Value.BeatmapSetInfo.DeletePending) { UpdateBeatmap(Beatmap.Value); // restart playback on returning to song select, regardless. music?.Play(); } base.OnResuming(last); this.FadeIn(250); this.ScaleTo(1, 250, Easing.OutSine); FilterControl.Activate(); }
public override void OnEntering(IScreen last) { base.OnEntering(last); this.FadeInFromZero(250); FilterControl.Activate(); ModSelect.SelectedMods.BindTo(selectedMods); }
public override void OnEntering(IScreen last) { base.OnEntering(last); Carousel.Filter(FilterControl.CreateCriteria(), false); this.FadeInFromZero(250); FilterControl.Activate(); }
public override void OnEntering(IScreen last) { base.OnEntering(last); this.FadeInFromZero(250); FilterControl.Activate(); ModSelect.SelectedMods.BindTo(selectedMods); music.TrackChanged += ensureTrackLooping; }