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Restructure difficulty copy flow to adapt to latest changes
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@ -10,11 +10,11 @@ namespace osu.Game.Screens.Edit
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{
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/// <summary>
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/// Delegate used to create new difficulties.
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/// A value of <see langword="true"/> in the <c>clearAllObjects</c> parameter
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/// indicates that the new difficulty should have its hitobjects cleared;
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/// otherwise, the new difficulty should be an exact copy of an existing one.
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/// A value of <see langword="true"/> in the <c>createCopy</c> parameter
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/// indicates that the new difficulty should be an exact copy of an existing one;
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/// otherwise, the new difficulty should have its hitobjects and beatmap-level settings cleared.
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/// </summary>
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public delegate void CreateNewDifficulty(bool clearAllObjects);
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public delegate void CreateNewDifficulty(bool createCopy);
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public CreateNewDifficultyDialog(CreateNewDifficulty createNewDifficulty)
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{
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@ -27,12 +27,12 @@ namespace osu.Game.Screens.Edit
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new PopupDialogOkButton
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{
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Text = "Yeah, let's start from scratch!",
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Action = () => createNewDifficulty.Invoke(true)
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Action = () => createNewDifficulty.Invoke(false)
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},
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new PopupDialogCancelButton
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{
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Text = "No, create an exact copy of this difficulty",
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Action = () => createNewDifficulty.Invoke(false)
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Action = () => createNewDifficulty.Invoke(true)
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},
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new PopupDialogCancelButton
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{
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