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Move resolved usage of WorkingBeatmap in editor components as local as possible to avoid misuse
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@ -29,25 +29,25 @@ namespace osu.Game.Screens.Edit.Setup
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artistTextBox = new LabelledTextBox
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{
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Label = "Artist",
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Current = { Value = Beatmap.Value.Metadata.Artist },
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Current = { Value = Beatmap.Metadata.Artist },
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TabbableContentContainer = this
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},
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titleTextBox = new LabelledTextBox
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{
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Label = "Title",
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Current = { Value = Beatmap.Value.Metadata.Title },
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Current = { Value = Beatmap.Metadata.Title },
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TabbableContentContainer = this
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},
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creatorTextBox = new LabelledTextBox
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{
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Label = "Creator",
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Current = { Value = Beatmap.Value.Metadata.AuthorString },
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Current = { Value = Beatmap.Metadata.AuthorString },
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TabbableContentContainer = this
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},
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difficultyTextBox = new LabelledTextBox
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{
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Label = "Difficulty Name",
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Current = { Value = Beatmap.Value.BeatmapInfo.Version },
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Current = { Value = Beatmap.BeatmapInfo.Version },
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TabbableContentContainer = this
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},
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};
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@ -62,10 +62,10 @@ namespace osu.Game.Screens.Edit.Setup
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// for now, update these on commit rather than making BeatmapMetadata bindables.
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// after switching database engines we can reconsider if switching to bindables is a good direction.
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Beatmap.Value.Metadata.Artist = artistTextBox.Current.Value;
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Beatmap.Value.Metadata.Title = titleTextBox.Current.Value;
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Beatmap.Value.Metadata.AuthorString = creatorTextBox.Current.Value;
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Beatmap.Value.BeatmapInfo.Version = difficultyTextBox.Current.Value;
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Beatmap.Metadata.Artist = artistTextBox.Current.Value;
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Beatmap.Metadata.Title = titleTextBox.Current.Value;
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Beatmap.Metadata.AuthorString = creatorTextBox.Current.Value;
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Beatmap.BeatmapInfo.Version = difficultyTextBox.Current.Value;
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}
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}
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}
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