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Make mods IReadOnlyList<Mod> gamewide
Prevents potential multiple evaluations of enumerable.
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@ -42,12 +42,12 @@ namespace osu.Game.Overlays.Mods
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protected readonly FillFlowContainer<ModSection> ModSectionsContainer;
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protected readonly Bindable<IEnumerable<Mod>> SelectedMods = new Bindable<IEnumerable<Mod>>(Enumerable.Empty<Mod>());
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protected readonly Bindable<IReadOnlyList<Mod>> SelectedMods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
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protected readonly IBindable<RulesetInfo> Ruleset = new Bindable<RulesetInfo>();
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[BackgroundDependencyLoader(true)]
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private void load(OsuColour colours, IBindable<RulesetInfo> ruleset, AudioManager audio, Bindable<IEnumerable<Mod>> mods)
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private void load(OsuColour colours, IBindable<RulesetInfo> ruleset, AudioManager audio, Bindable<IReadOnlyList<Mod>> mods)
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{
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LowMultiplierColour = colours.Red;
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HighMultiplierColour = colours.Green;
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@ -87,14 +87,14 @@ namespace osu.Game.Overlays.Mods
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// attempt to re-select any already selected mods.
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// this may be the first time we are receiving the ruleset, in which case they will still match.
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selectedModsChanged(new ValueChangedEvent<IEnumerable<Mod>>(SelectedMods.Value, SelectedMods.Value));
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selectedModsChanged(new ValueChangedEvent<IReadOnlyList<Mod>>(SelectedMods.Value, SelectedMods.Value));
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// write the mods back to the SelectedMods bindable in the case a change was not applicable.
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// this generally isn't required as the previous line will perform deselection; just here for safety.
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refreshSelectedMods();
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}
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private void selectedModsChanged(ValueChangedEvent<IEnumerable<Mod>> e)
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private void selectedModsChanged(ValueChangedEvent<IReadOnlyList<Mod>> e)
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{
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foreach (ModSection section in ModSectionsContainer.Children)
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section.SelectTypes(e.NewValue.Select(m => m.GetType()).ToList());
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