Explicitly construct local beatmaps rather than using GetBoundCopy

This commit is contained in:
smoogipoo
2018-06-06 20:19:30 +09:00
parent 72cc53aded
commit ff60f69f47
4 changed files with 14 additions and 12 deletions

View File

@ -4,6 +4,7 @@
using System;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
@ -26,7 +27,7 @@ namespace osu.Game.Overlays.Music
/// </summary>
public Action<BeatmapSetInfo, int> OrderChanged;
private BindableBeatmap beatmap;
private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
private BeatmapManager beatmaps;
private FilterControl filter;
@ -35,7 +36,7 @@ namespace osu.Game.Overlays.Music
[BackgroundDependencyLoader]
private void load(OsuColour colours, BindableBeatmap beatmap, BeatmapManager beatmaps)
{
this.beatmap = beatmap.GetBoundCopy();
this.beatmap.BindTo(beatmap);
this.beatmaps = beatmaps;
Children = new Drawable[]