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Revert some formatting changes
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a6b6fb864e
commit
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@ -314,17 +314,16 @@ namespace osu.Game.Screens.Select
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/// Creates the buttons to be displayed in the footer.
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/// Creates the buttons to be displayed in the footer.
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/// </summary>
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/// </summary>
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/// <returns>A set of <see cref="FooterButton"/> and an optional <see cref="OverlayContainer"/> which the button opens when pressed.</returns>
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/// <returns>A set of <see cref="FooterButton"/> and an optional <see cref="OverlayContainer"/> which the button opens when pressed.</returns>
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protected virtual IEnumerable<(FooterButton, OverlayContainer?)> CreateFooterButtons() =>
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protected virtual IEnumerable<(FooterButton, OverlayContainer?)> CreateFooterButtons() => new (FooterButton, OverlayContainer?)[]
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new (FooterButton, OverlayContainer?)[]
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{
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(new FooterButtonMods { Current = Mods }, ModSelect),
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(new FooterButtonRandom
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{
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{
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(new FooterButtonMods { Current = Mods }, ModSelect),
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NextRandom = () => Carousel.SelectNextRandom(),
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(new FooterButtonRandom
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PreviousRandom = Carousel.SelectPreviousRandom
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{
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}, null),
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NextRandom = () => Carousel.SelectNextRandom(),
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(beatmapOptionsButton = new FooterButtonOptions(), BeatmapOptions)
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PreviousRandom = Carousel.SelectPreviousRandom
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};
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}, null),
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(beatmapOptionsButton = new FooterButtonOptions(), BeatmapOptions)
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};
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protected virtual ModSelectOverlay CreateModSelectOverlay() => new SoloModSelectOverlay();
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protected virtual ModSelectOverlay CreateModSelectOverlay() => new SoloModSelectOverlay();
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@ -425,25 +424,26 @@ namespace osu.Game.Screens.Select
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Logger.Log($"Song select working beatmap updated to {beatmap}");
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Logger.Log($"Song select working beatmap updated to {beatmap}");
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if (Carousel.SelectBeatmap(beatmap.BeatmapInfo, false)) return;
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if (!Carousel.SelectBeatmap(beatmap.BeatmapInfo, false))
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// A selection may not have been possible with filters applied.
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// There was possibly a ruleset mismatch. This is a case we can help things along by updating the game-wide ruleset to match.
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if (!beatmap.BeatmapInfo.Ruleset.Equals(decoupledRuleset.Value))
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{
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{
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Ruleset.Value = beatmap.BeatmapInfo.Ruleset;
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// A selection may not have been possible with filters applied.
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transferRulesetValue();
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// There was possibly a ruleset mismatch. This is a case we can help things along by updating the game-wide ruleset to match.
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if (!beatmap.BeatmapInfo.Ruleset.Equals(decoupledRuleset.Value))
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{
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Ruleset.Value = beatmap.BeatmapInfo.Ruleset;
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transferRulesetValue();
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}
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// Even if a ruleset mismatch was not the cause (ie. a text filter is applied),
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// we still want to temporarily show the new beatmap, bypassing filters.
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// This will be undone the next time the user changes the filter.
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var criteria = FilterControl.CreateCriteria();
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criteria.SelectedBeatmapSet = beatmap.BeatmapInfo.BeatmapSet;
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Carousel.Filter(criteria);
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Carousel.SelectBeatmap(beatmap.BeatmapInfo);
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}
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}
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// Even if a ruleset mismatch was not the cause (ie. a text filter is applied),
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// we still want to temporarily show the new beatmap, bypassing filters.
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// This will be undone the next time the user changes the filter.
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var criteria = FilterControl.CreateCriteria();
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criteria.SelectedBeatmapSet = beatmap.BeatmapInfo.BeatmapSet;
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Carousel.Filter(criteria);
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Carousel.SelectBeatmap(beatmap.BeatmapInfo);
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}
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}
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// We need to keep track of the last selected beatmap ignoring debounce to play the correct selection sounds.
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// We need to keep track of the last selected beatmap ignoring debounce to play the correct selection sounds.
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