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Allow BeatSyncedContainer
to prefer EditorBeatmap
when available
This commit is contained in:
@ -258,24 +258,7 @@ namespace osu.Game.Tests.Visual.UserInterface
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};
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Beatmap.BindValueChanged(_ =>
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{
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timingPointCount.Value = 0;
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currentTimingPoint.Value = 0;
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beatCount.Value = 0;
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currentBeat.Value = 0;
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beatsPerMinute.Value = 0;
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adjustedBeatLength.Value = 0;
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timeUntilNextBeat.Value = 0;
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timeSinceLastBeat.Value = 0;
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}, true);
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}
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private List<TimingControlPoint> timingPoints => Beatmap.Value.Beatmap.ControlPointInfo.TimingPoints.ToList();
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private List<TimingControlPoint> timingPoints => Beatmap.ControlPointInfo.TimingPoints.ToList();
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private TimingControlPoint getNextTimingPoint(TimingControlPoint current)
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{
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