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Automate return to gameplay after map pool selection
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@ -7,11 +7,13 @@ using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Tournament.Components;
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using osu.Game.Tournament.IPC;
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using osu.Game.Tournament.Screens.Gameplay;
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using osu.Game.Tournament.Screens.Gameplay.Components;
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using osu.Game.Tournament.Screens.Ladder.Components;
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using OpenTK;
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@ -165,6 +167,11 @@ namespace osu.Game.Tournament.Screens.MapPool
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setNextMode();
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}
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[Resolved]
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private TournamentSceneManager sceneManager { get; set; }
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private ScheduledDelegate scheduledChange;
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private void addForBeatmap(int beatmapId)
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{
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if (currentMatch.Value == null)
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@ -186,6 +193,12 @@ namespace osu.Game.Tournament.Screens.MapPool
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});
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setNextMode();
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if (pickType == ChoiceType.Pick)
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{
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scheduledChange?.Cancel();
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scheduledChange = Scheduler.AddDelayed(() => { sceneManager?.SetScreen(typeof(GameplayScreen)); }, 10000);
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}
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}
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private void matchChanged(MatchPairing match)
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