Loop on distinct rulesets of beatmap instead of all

This commit is contained in:
iiSaLMaN
2019-08-24 01:30:33 +03:00
parent f6feef6b56
commit 8ccbe84f67
2 changed files with 8 additions and 18 deletions

View File

@ -40,7 +40,7 @@ namespace osu.Game.Screens.Select.Carousel
}
[BackgroundDependencyLoader(true)]
private void load(BeatmapManager manager, BeatmapSetOverlay beatmapOverlay, DialogOverlay overlay, RulesetStore rulesets)
private void load(BeatmapManager manager, BeatmapSetOverlay beatmapOverlay, DialogOverlay overlay)
{
restoreHiddenRequested = s => s.Beatmaps.ForEach(manager.Restore);
dialogOverlay = overlay;
@ -100,7 +100,7 @@ namespace osu.Game.Screens.Select.Carousel
{
AutoSizeAxes = Axes.Both,
Spacing = new Vector2(3),
Children = getDifficultyIcons(rulesets),
Children = getDifficultyIcons(),
},
}
}
@ -111,19 +111,15 @@ namespace osu.Game.Screens.Select.Carousel
private const int maximum_difficulty_icons = 18;
private List<DifficultyIcon> getDifficultyIcons(RulesetStore rulesets)
private List<DifficultyIcon> getDifficultyIcons()
{
var beatmaps = ((CarouselBeatmapSet)Item).Beatmaps.ToList();
var icons = new List<DifficultyIcon>();
if (beatmaps.Count > maximum_difficulty_icons)
{
foreach (var ruleset in rulesets.AvailableRulesets.OrderBy(r => r.ID))
{
List<CarouselBeatmap> list;
if ((list = beatmaps.FindAll(b => b.Beatmap.Ruleset.Equals(ruleset))).Count > 0)
icons.Add(new FilterableGroupedDifficultyIcon(list, ruleset));
}
foreach (var ruleset in beatmaps.Select(b => b.Beatmap.Ruleset).Distinct())
icons.Add(new FilterableGroupedDifficultyIcon(beatmaps.FindAll(b => b.Beatmap.Ruleset.Equals(ruleset)), ruleset));
}
else beatmaps.ForEach(b => icons.Add(new FilterableDifficultyIcon(b)));