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Also handle null Ruleset.CreateLegacySkinProvider
values
Let's just go this way for now, maybe it's a better choice to always create transformers and disallow null, but it's too much work and out of scope at this point
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@ -26,7 +26,7 @@ namespace osu.Game.Skinning
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Ruleset = ruleset;
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Beatmap = beatmap;
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InternalChild = new BeatmapSkinProvidingContainer(beatmapSkin == null ? null : ruleset.CreateLegacySkinProvider(beatmapSkin, beatmap))
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InternalChild = new BeatmapSkinProvidingContainer(GetRulesetTransformedSkin(beatmapSkin))
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{
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Child = Content = new Container
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{
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@ -54,13 +54,25 @@ namespace osu.Game.Skinning
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{
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SkinSources.Clear();
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SkinSources.Add(Ruleset.CreateLegacySkinProvider(skinManager.CurrentSkin.Value, Beatmap));
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SkinSources.Add(GetRulesetTransformedSkin(skinManager.CurrentSkin.Value));
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// TODO: we also want to return a DefaultLegacySkin here if the current *beatmap* is providing any skinned elements.
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if (skinManager.CurrentSkin.Value is LegacySkin)
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SkinSources.Add(Ruleset.CreateLegacySkinProvider(skinManager.DefaultLegacySkin, Beatmap));
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SkinSources.Add(GetRulesetTransformedSkin(skinManager.DefaultLegacySkin));
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SkinSources.Add(Ruleset.CreateLegacySkinProvider(skinManager.DefaultSkin, Beatmap));
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SkinSources.Add(GetRulesetTransformedSkin(skinManager.DefaultSkin));
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}
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protected ISkin GetRulesetTransformedSkin(ISkin skin)
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{
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if (skin == null)
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return null;
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var rulesetTransformed = Ruleset.CreateLegacySkinProvider(skin, Beatmap);
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if (rulesetTransformed != null)
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return rulesetTransformed;
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return skin;
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}
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}
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}
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