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Fix beatmap carousel interactions with deletion when not yet displayed
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668f68dd63
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@ -33,10 +33,7 @@ namespace osu.Game.Screens.Select
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public IEnumerable<BeatmapSetInfo> Beatmaps
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public IEnumerable<BeatmapSetInfo> Beatmaps
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{
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{
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get
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get { return groups.Select(g => g.BeatmapSet); }
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{
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return groups.Select(g => g.BeatmapSet);
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}
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set
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set
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{
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{
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@ -99,13 +96,11 @@ namespace osu.Game.Screens.Select
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}
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}
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public void AddBeatmap(BeatmapSetInfo beatmapSet)
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public void AddBeatmap(BeatmapSetInfo beatmapSet)
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{
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Schedule(() =>
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{
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{
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var group = createGroup(beatmapSet);
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var group = createGroup(beatmapSet);
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//for the time being, let's completely load the difficulty panels in the background.
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//this likely won't scale so well, but allows us to completely async the loading flow.
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Schedule(delegate
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{
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addGroup(group);
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addGroup(group);
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computeYPositions();
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computeYPositions();
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if (selectedGroup == null)
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if (selectedGroup == null)
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@ -113,7 +108,10 @@ namespace osu.Game.Screens.Select
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});
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});
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}
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}
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public void RemoveBeatmap(BeatmapSetInfo beatmapSet) => removeGroup(groups.Find(b => b.BeatmapSet.ID == beatmapSet.ID));
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public void RemoveBeatmap(BeatmapSetInfo beatmapSet)
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{
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Schedule(() => removeGroup(groups.Find(b => b.BeatmapSet.ID == beatmapSet.ID)));
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}
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internal void UpdateBeatmap(BeatmapInfo beatmap)
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internal void UpdateBeatmap(BeatmapInfo beatmap)
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{
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{
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