Merge remote-tracking branch 'origin/master' into fix-new-inspections

# Conflicts:
#	osu.Game.Rulesets.Catch/Judgements/CatchDropletJudgement.cs
#	osu.Game.Rulesets.Catch/Judgements/CatchJudgement.cs
#	osu.Game.Rulesets.Mania/Scoring/ManiaScoreProcessor.cs
#	osu.Game.Rulesets.Osu/Replays/OsuAutoGenerator.cs
#	osu.Game.Rulesets.Osu/UI/Cursor/CursorTrail.cs
#	osu.Game.Tests/Visual/SongSelect/TestCaseBeatmapScoresContainer.cs
#	osu.Game/Graphics/OsuFont.cs
#	osu.Game/Online/API/Requests/Responses/APILegacyScoreInfo.cs
#	osu.Game/Overlays/Profile/Header/BadgeContainer.cs
#	osu.Game/Overlays/Profile/ProfileHeader.cs
#	osu.Game/Screens/Select/PlaySongSelect.cs
#	osu.Game/Skinning/LegacySkinDecoder.cs
This commit is contained in:
smoogipoo
2019-05-07 13:20:17 +09:00
372 changed files with 5594 additions and 3030 deletions

View File

@ -42,19 +42,19 @@ namespace osu.Game.Overlays.Mods
protected readonly FillFlowContainer<ModSection> ModSectionsContainer;
protected readonly Bindable<IEnumerable<Mod>> SelectedMods = new Bindable<IEnumerable<Mod>>(new Mod[] { });
protected readonly Bindable<IReadOnlyList<Mod>> SelectedMods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
protected readonly IBindable<RulesetInfo> Ruleset = new Bindable<RulesetInfo>();
[BackgroundDependencyLoader(true)]
private void load(OsuColour colours, IBindable<RulesetInfo> ruleset, AudioManager audio, Bindable<IEnumerable<Mod>> selectedMods)
private void load(OsuColour colours, IBindable<RulesetInfo> ruleset, AudioManager audio, Bindable<IReadOnlyList<Mod>> mods)
{
LowMultiplierColour = colours.Red;
HighMultiplierColour = colours.Green;
UnrankedLabel.Colour = colours.Blue;
Ruleset.BindTo(ruleset);
if (selectedMods != null) SelectedMods.BindTo(selectedMods);
if (mods != null) SelectedMods.BindTo(mods);
sampleOn = audio.Sample.Get(@"UI/check-on");
sampleOff = audio.Sample.Get(@"UI/check-off");
@ -87,14 +87,14 @@ namespace osu.Game.Overlays.Mods
// attempt to re-select any already selected mods.
// this may be the first time we are receiving the ruleset, in which case they will still match.
selectedModsChanged(new ValueChangedEvent<IEnumerable<Mod>>(SelectedMods.Value, SelectedMods.Value));
selectedModsChanged(new ValueChangedEvent<IReadOnlyList<Mod>>(SelectedMods.Value, SelectedMods.Value));
// write the mods back to the SelectedMods bindable in the case a change was not applicable.
// this generally isn't required as the previous line will perform deselection; just here for safety.
refreshSelectedMods();
}
private void selectedModsChanged(ValueChangedEvent<IEnumerable<Mod>> e)
private void selectedModsChanged(ValueChangedEvent<IReadOnlyList<Mod>> e)
{
foreach (ModSection section in ModSectionsContainer.Children)
section.SelectTypes(e.NewValue.Select(m => m.GetType()).ToList());