mirror of
https://github.com/osukey/osukey.git
synced 2025-05-20 04:57:38 +09:00
Revert some formatting changes
This commit is contained in:
parent
a6b6fb864e
commit
f7af5a8115
@ -314,17 +314,16 @@ namespace osu.Game.Screens.Select
|
||||
/// Creates the buttons to be displayed in the footer.
|
||||
/// </summary>
|
||||
/// <returns>A set of <see cref="FooterButton"/> and an optional <see cref="OverlayContainer"/> which the button opens when pressed.</returns>
|
||||
protected virtual IEnumerable<(FooterButton, OverlayContainer?)> CreateFooterButtons() =>
|
||||
new (FooterButton, OverlayContainer?)[]
|
||||
protected virtual IEnumerable<(FooterButton, OverlayContainer?)> CreateFooterButtons() => new (FooterButton, OverlayContainer?)[]
|
||||
{
|
||||
(new FooterButtonMods { Current = Mods }, ModSelect),
|
||||
(new FooterButtonRandom
|
||||
{
|
||||
(new FooterButtonMods { Current = Mods }, ModSelect),
|
||||
(new FooterButtonRandom
|
||||
{
|
||||
NextRandom = () => Carousel.SelectNextRandom(),
|
||||
PreviousRandom = Carousel.SelectPreviousRandom
|
||||
}, null),
|
||||
(beatmapOptionsButton = new FooterButtonOptions(), BeatmapOptions)
|
||||
};
|
||||
NextRandom = () => Carousel.SelectNextRandom(),
|
||||
PreviousRandom = Carousel.SelectPreviousRandom
|
||||
}, null),
|
||||
(beatmapOptionsButton = new FooterButtonOptions(), BeatmapOptions)
|
||||
};
|
||||
|
||||
protected virtual ModSelectOverlay CreateModSelectOverlay() => new SoloModSelectOverlay();
|
||||
|
||||
@ -425,25 +424,26 @@ namespace osu.Game.Screens.Select
|
||||
|
||||
Logger.Log($"Song select working beatmap updated to {beatmap}");
|
||||
|
||||
if (Carousel.SelectBeatmap(beatmap.BeatmapInfo, false)) return;
|
||||
|
||||
// A selection may not have been possible with filters applied.
|
||||
|
||||
// There was possibly a ruleset mismatch. This is a case we can help things along by updating the game-wide ruleset to match.
|
||||
if (!beatmap.BeatmapInfo.Ruleset.Equals(decoupledRuleset.Value))
|
||||
if (!Carousel.SelectBeatmap(beatmap.BeatmapInfo, false))
|
||||
{
|
||||
Ruleset.Value = beatmap.BeatmapInfo.Ruleset;
|
||||
transferRulesetValue();
|
||||
// A selection may not have been possible with filters applied.
|
||||
|
||||
// There was possibly a ruleset mismatch. This is a case we can help things along by updating the game-wide ruleset to match.
|
||||
if (!beatmap.BeatmapInfo.Ruleset.Equals(decoupledRuleset.Value))
|
||||
{
|
||||
Ruleset.Value = beatmap.BeatmapInfo.Ruleset;
|
||||
transferRulesetValue();
|
||||
}
|
||||
|
||||
// Even if a ruleset mismatch was not the cause (ie. a text filter is applied),
|
||||
// we still want to temporarily show the new beatmap, bypassing filters.
|
||||
// This will be undone the next time the user changes the filter.
|
||||
var criteria = FilterControl.CreateCriteria();
|
||||
criteria.SelectedBeatmapSet = beatmap.BeatmapInfo.BeatmapSet;
|
||||
Carousel.Filter(criteria);
|
||||
|
||||
Carousel.SelectBeatmap(beatmap.BeatmapInfo);
|
||||
}
|
||||
|
||||
// Even if a ruleset mismatch was not the cause (ie. a text filter is applied),
|
||||
// we still want to temporarily show the new beatmap, bypassing filters.
|
||||
// This will be undone the next time the user changes the filter.
|
||||
var criteria = FilterControl.CreateCriteria();
|
||||
criteria.SelectedBeatmapSet = beatmap.BeatmapInfo.BeatmapSet;
|
||||
Carousel.Filter(criteria);
|
||||
|
||||
Carousel.SelectBeatmap(beatmap.BeatmapInfo);
|
||||
}
|
||||
|
||||
// We need to keep track of the last selected beatmap ignoring debounce to play the correct selection sounds.
|
||||
|
Loading…
x
Reference in New Issue
Block a user