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Fix poorly written BeatmapGroup logic
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parent
0861eb79e4
commit
3143e9d35e
@ -38,11 +38,10 @@ namespace osu.Game.Beatmaps.Drawables
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get { return state; }
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get { return state; }
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set
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set
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{
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{
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Header.Alpha = state == BeatmapGroupState.Hidden ? 0 : 1;
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switch (value)
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switch (value)
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{
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{
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case BeatmapGroupState.Expanded:
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case BeatmapGroupState.Expanded:
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if (state == BeatmapGroupState.Hidden)
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Header.Alpha = 1;
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foreach (BeatmapPanel panel in BeatmapPanels)
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foreach (BeatmapPanel panel in BeatmapPanels)
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panel.FadeIn(250);
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panel.FadeIn(250);
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@ -52,16 +51,12 @@ namespace osu.Game.Beatmaps.Drawables
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break;
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break;
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case BeatmapGroupState.Collapsed:
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case BeatmapGroupState.Collapsed:
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case BeatmapGroupState.Hidden:
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case BeatmapGroupState.Hidden:
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if (state == BeatmapGroupState.Hidden && state != value)
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Header.Alpha = 1;
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Header.State = PanelSelectedState.NotSelected;
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Header.State = PanelSelectedState.NotSelected;
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if (SelectedPanel != null)
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if (SelectedPanel != null)
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SelectedPanel.State = PanelSelectedState.NotSelected;
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SelectedPanel.State = PanelSelectedState.NotSelected;
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foreach (BeatmapPanel panel in BeatmapPanels)
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foreach (BeatmapPanel panel in BeatmapPanels)
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panel.FadeOut(300, EasingTypes.OutQuint);
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panel.FadeOut(300, EasingTypes.OutQuint);
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if (value == BeatmapGroupState.Hidden)
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Header.Alpha = 0;
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break;
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break;
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}
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}
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state = value;
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state = value;
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