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aa #107
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aa #107
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@@ -53,6 +53,9 @@ public partial class GameplayWarmupScreen : RankedPlaySubScreen | |||||||||
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| private RulesetStore rulesets { get; set; } = null!; | ||||||||||
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| private MusicController musicController { get; set; } = null!; | ||||||||||
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| private Bindable<WorkingBeatmap> globalBeatmap { get; set; } = null!; | ||||||||||
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@@ -164,6 +167,10 @@ protected override void LoadComplete() | |||||||||
| globalRuleset.Value = ruleset; | ||||||||||
| globalMods.Value = item.RequiredMods.Select(m => m.ToMod(rulesetInstance)).ToArray(); | ||||||||||
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| // Play the new track from its preview point. | ||||||||||
| globalBeatmap.Value.PrepareTrackForPreview(false); | ||||||||||
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| // Play the new track from its preview point. | |
| globalBeatmap.Value.PrepareTrackForPreview(false); | |
| // Play the new track from its preview point, looping during warmup to avoid completion. | |
| globalBeatmap.Value.PrepareTrackForPreview(true); |
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updateState()now fades the background sprite to 0 whenevershowStoryboardis enabled. This hides the beatmap background even for storyboards that don’t replace the background, which can result in a blank/incorrect background. Consider only hidingbackground.Spritewhen the loaded storyboard actually replaces the background (egbackground.Beatmap.Storyboard.ReplacesBackground), and otherwise keep the sprite visible while the storyboard is shown.