Privatise game ruleset and access via DI

Also decouples the bindable at SongSelect, where it is debounced in line with the carousel being updated.
This commit is contained in:
Dean Herbert
2018-06-26 16:32:20 +09:00
parent a8579c49f9
commit b0a1b25983
9 changed files with 39 additions and 37 deletions

View File

@ -8,6 +8,7 @@ using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Audio.Track;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
@ -17,6 +18,7 @@ using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Overlays;
using osu.Game.Rulesets;
using osu.Game.Screens.Backgrounds;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Menu;
@ -62,6 +64,8 @@ namespace osu.Game.Screens.Select
private SampleChannel sampleChangeDifficulty;
private SampleChannel sampleChangeBeatmap;
protected new readonly Bindable<RulesetInfo> Ruleset = new Bindable<RulesetInfo>();
private DependencyContainer dependencies;
protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent)
=> dependencies = new DependencyContainer(base.CreateLocalDependencies(parent));
@ -176,8 +180,9 @@ namespace osu.Game.Screens.Select
}
}
[BackgroundDependencyLoader(true)]
private void load(BeatmapManager beatmaps, AudioManager audio, DialogOverlay dialog, OsuGame osu, OsuColour colours)
private void load(BeatmapManager beatmaps, AudioManager audio, DialogOverlay dialog, OsuColour colours)
{
dependencies.CacheAs(this);
@ -192,9 +197,6 @@ namespace osu.Game.Screens.Select
if (this.beatmaps == null)
this.beatmaps = beatmaps;
if (osu != null)
Ruleset.BindTo(osu.Ruleset);
this.beatmaps.ItemAdded += onBeatmapSetAdded;
this.beatmaps.ItemRemoved += onBeatmapSetRemoved;
this.beatmaps.BeatmapHidden += onBeatmapHidden;
@ -280,6 +282,7 @@ namespace osu.Game.Screens.Select
bool preview = beatmap?.BeatmapSetInfoID != Beatmap.Value?.BeatmapInfo.BeatmapSetInfoID;
Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap, Beatmap.Value);
Ruleset.Value = base.Ruleset.Value;
ensurePlayingSelected(preview);
}