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Remove difficulty width offsets and tidy up flow of information.
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@ -120,7 +120,7 @@ namespace osu.Game.GameModes.Play
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// Temporary:
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scrollContainer.Padding = new MarginPadding { Top = osuGame.Toolbar.Height };
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}
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beatmaps = (game as OsuGameBase).Beatmaps;
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beatmaps.BeatmapSetAdded += bset => Scheduler.Add(() => addBeatmapSet(bset));
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Task.Factory.StartNew(addBeatmapSets);
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@ -136,21 +136,16 @@ namespace osu.Game.GameModes.Play
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private void PlayMode_ValueChanged(object sender, EventArgs e)
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{
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}
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private void selectBeatmapSet(BeatmapGroup group)
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private void selectBeatmap(BeatmapGroup group, BeatmapInfo beatmap)
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{
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if (selectedBeatmapGroup == group)
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return;
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selectedBeatmapGroup.State = BeatmapGroup.GroupState.Collapsed;
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if (selectedBeatmapGroup != null)
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selectedBeatmapGroup.State = BeatmapGroup.GroupState.Collapsed;
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selectedBeatmapGroup = group;
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selectedBeatmapGroup.State = BeatmapGroup.GroupState.Expanded;
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}
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private void selectBeatmap(BeatmapGroup group, BeatmapInfo beatmap)
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{
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if (selectedBeatmap == beatmap)
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return;
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selectBeatmapSet(group);
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selectedBeatmap = beatmap;
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}
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@ -158,16 +153,13 @@ namespace osu.Game.GameModes.Play
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{
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beatmapSet = beatmaps.GetWithChildren<BeatmapSetInfo>(beatmapSet.BeatmapSetID);
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beatmapSet.Beatmaps.ForEach(b => beatmaps.GetChildren(b));
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beatmapSet.Beatmaps = beatmapSet.Beatmaps.OrderBy(b => b.BaseDifficulty.OverallDifficulty)
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.ToList();
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beatmapSet.Beatmaps = beatmapSet.Beatmaps.OrderBy(b => b.BaseDifficulty.OverallDifficulty).ToList();
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Schedule(() =>
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{
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var group = new BeatmapGroup(beatmapSet) { BeatmapSelected = selectBeatmap };
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var group = new BeatmapGroup(beatmapSet) { SelectionChanged = selectBeatmap };
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setList.Add(group);
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if (setList.Children.Count() == 1)
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{
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selectedBeatmapGroup = group;
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selectedBeatmap = group.SelectedBeatmap;
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group.State = BeatmapGroup.GroupState.Expanded;
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}
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});
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