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Update with framework bindable changes
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@ -326,16 +326,16 @@ namespace osu.Game.Screens.Select
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private ScheduledDelegate selectionChangedDebounce;
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private void workingBeatmapChanged(WorkingBeatmap beatmap)
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private void workingBeatmapChanged(ValueChangedEvent<WorkingBeatmap> e)
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{
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if (beatmap is DummyWorkingBeatmap) return;
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if (e.NewValue is DummyWorkingBeatmap) return;
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if (this.IsCurrentScreen() && !Carousel.SelectBeatmap(beatmap?.BeatmapInfo, false))
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if (this.IsCurrentScreen() && !Carousel.SelectBeatmap(e.NewValue?.BeatmapInfo, false))
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// If selecting new beatmap without bypassing filters failed, there's possibly a ruleset mismatch
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if (beatmap?.BeatmapInfo?.Ruleset != null && beatmap.BeatmapInfo.Ruleset != decoupledRuleset.Value)
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if (e.NewValue?.BeatmapInfo?.Ruleset != null && e.NewValue.BeatmapInfo.Ruleset != decoupledRuleset.Value)
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{
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Ruleset.Value = beatmap.BeatmapInfo.Ruleset;
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Carousel.SelectBeatmap(beatmap.BeatmapInfo);
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Ruleset.Value = e.NewValue.BeatmapInfo.Ruleset;
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Carousel.SelectBeatmap(e.NewValue.BeatmapInfo);
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}
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}
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@ -598,9 +598,9 @@ namespace osu.Game.Screens.Select
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{
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// manual binding to parent ruleset to allow for delayed load in the incoming direction.
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rulesetNoDebounce = decoupledRuleset.Value = Ruleset.Value;
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Ruleset.ValueChanged += updateSelectedRuleset;
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Ruleset.ValueChanged += e => updateSelectedRuleset(e.NewValue);
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decoupledRuleset.ValueChanged += r => Ruleset.Value = r;
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decoupledRuleset.ValueChanged += e => Ruleset.Value = e.NewValue;
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decoupledRuleset.DisabledChanged += r => Ruleset.Disabled = r;
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Beatmap.BindDisabledChanged(disabled => Carousel.AllowSelection = !disabled, true);
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