Remove FullyLoaded logic

Always parse storyboards for now.

Let's not optimise this until it is necessary. It was leading to weird threading problems due to the load call in Player's async load method.
This commit is contained in:
Dean Herbert
2017-07-20 11:01:50 +09:00
parent 8417e59de3
commit d6968ca09c
5 changed files with 7 additions and 17 deletions

View File

@ -22,17 +22,11 @@ namespace osu.Game.Beatmaps
public readonly Bindable<IEnumerable<Mod>> Mods = new Bindable<IEnumerable<Mod>>(new Mod[] { });
/// <summary>
/// Denotes whether extras like storyboards have been loaded for this <see cref="WorkingBeatmap"/>.
/// </summary>
public bool FullyLoaded { get; protected set; }
protected WorkingBeatmap(BeatmapInfo beatmapInfo, bool fullyLoaded = false)
protected WorkingBeatmap(BeatmapInfo beatmapInfo)
{
BeatmapInfo = beatmapInfo;
BeatmapSetInfo = beatmapInfo.BeatmapSet;
Metadata = beatmapInfo.Metadata ?? BeatmapSetInfo.Metadata;
FullyLoaded = fullyLoaded;
Mods.ValueChanged += mods => applyRateAdjustments();
}