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