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Only display offset toast when in local gameplay #26543

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Jan 15, 2024
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6 changes: 0 additions & 6 deletions osu.Game/Screens/Play/Player.cs
Original file line number Diff line number Diff line change
Expand Up @@ -461,12 +461,6 @@ private Drawable createOverlayComponents(IWorkingBeatmap working)
OnRetry = () => Restart(),
OnQuit = () => PerformExit(true),
},
new GameplayOffsetControl
{
Margin = new MarginPadding(20),
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
}
},
};

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10 changes: 10 additions & 0 deletions osu.Game/Screens/Play/SubmittingPlayer.cs
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@
using System.Threading.Tasks;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
Expand Down Expand Up @@ -59,6 +60,15 @@ private void load()
}

AddInternal(new PlayerTouchInputDetector());

// We probably want to move this display to something more global.
// Probably using the OSD somehow.
AddInternal(new GameplayOffsetControl
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Yes it's at a different container level, but the previous one was weird anyway.

{
Margin = new MarginPadding(20),
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
});
}

protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new MasterGameplayClockContainer(beatmap, gameplayStart)
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