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Make playlist beatmap and ruleset into bindables
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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@ -183,13 +184,13 @@ namespace osu.Game.Screens.Multi.Match
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private void currentItemChanged(ValueChangedEvent<PlaylistItem> e)
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{
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// Retrieve the corresponding local beatmap, since we can't directly use the playlist's beatmap info
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var localBeatmap = e.NewValue?.Beatmap == null ? null : beatmapManager.QueryBeatmap(b => b.OnlineBeatmapID == e.NewValue.Beatmap.OnlineBeatmapID);
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var localBeatmap = e.NewValue?.Beatmap == null ? null : beatmapManager.QueryBeatmap(b => b.OnlineBeatmapID == e.NewValue.Beatmap.Value.OnlineBeatmapID);
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Beatmap.Value = beatmapManager.GetWorkingBeatmap(localBeatmap);
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Mods.Value = e.NewValue?.RequiredMods?.ToArray() ?? Array.Empty<Mod>();
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if (e.NewValue?.Ruleset != null)
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Ruleset.Value = e.NewValue.Ruleset;
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Ruleset.Value = e.NewValue.Ruleset.Value;
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previewTrackManager.StopAnyPlaying(this);
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}
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@ -206,7 +207,7 @@ namespace osu.Game.Screens.Multi.Match
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return;
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// Try to retrieve the corresponding local beatmap
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var localBeatmap = beatmapManager.QueryBeatmap(b => b.OnlineBeatmapID == CurrentItem.Value.Beatmap.OnlineBeatmapID);
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var localBeatmap = beatmapManager.QueryBeatmap(b => b.OnlineBeatmapID == CurrentItem.Value.Beatmap.Value.OnlineBeatmapID);
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if (localBeatmap != null)
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Beatmap.Value = beatmapManager.GetWorkingBeatmap(localBeatmap);
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