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Simplify schedule logic in DrawableRoomPlaylistItem
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@ -13,7 +13,6 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.Events;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Drawables;
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using osu.Game.Beatmaps.Drawables;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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@ -87,23 +86,15 @@ namespace osu.Game.Screens.OnlinePlay
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SelectedItem.BindValueChanged(selected => maskingContainer.BorderThickness = selected.NewValue == Model ? 5 : 0, true);
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SelectedItem.BindValueChanged(selected => maskingContainer.BorderThickness = selected.NewValue == Model ? 5 : 0, true);
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beatmap.BindValueChanged(_ => scheduleRefresh());
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beatmap.BindValueChanged(_ => Scheduler.AddOnce(refresh));
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ruleset.BindValueChanged(_ => scheduleRefresh());
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ruleset.BindValueChanged(_ => Scheduler.AddOnce(refresh));
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requiredMods.CollectionChanged += (_, __) => Scheduler.AddOnce(refresh);
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requiredMods.CollectionChanged += (_, __) => scheduleRefresh();
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refresh();
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refresh();
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}
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}
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private ScheduledDelegate scheduledRefresh;
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private PanelBackground panelBackground;
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private PanelBackground panelBackground;
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private void scheduleRefresh()
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{
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scheduledRefresh?.Cancel();
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scheduledRefresh = Schedule(refresh);
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}
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private void refresh()
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private void refresh()
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{
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{
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difficultyIconContainer.Child = new DifficultyIcon(Item.Beatmap.Value, ruleset.Value, requiredMods, performBackgroundDifficultyLookup: false) { Size = new Vector2(32) };
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difficultyIconContainer.Child = new DifficultyIcon(Item.Beatmap.Value, ruleset.Value, requiredMods, performBackgroundDifficultyLookup: false) { Size = new Vector2(32) };
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