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Propagate clock state from gameplay test back to editor
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d2ddc25ab3
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@ -332,7 +332,7 @@ namespace osu.Game.Screens.Edit
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/// The next beatmap to be shown, in the case of difficulty switch.
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/// <see langword="null"/> indicates that the beatmap will not be changing.
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/// </param>
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private EditorState getState([CanBeNull] BeatmapInfo nextBeatmap = null) => new EditorState
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public EditorState GetState([CanBeNull] BeatmapInfo nextBeatmap = null) => new EditorState
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{
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Time = clock.CurrentTimeAccurate,
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ClipboardContent = nextBeatmap == null || editorBeatmap.BeatmapInfo.RulesetID == nextBeatmap.RulesetID ? Clipboard.Content.Value : string.Empty
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@ -793,7 +793,7 @@ namespace osu.Game.Screens.Edit
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return new DifficultyMenuItem(beatmapInfo, isCurrentDifficulty, SwitchToDifficulty);
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}
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protected void SwitchToDifficulty(BeatmapInfo nextBeatmap) => loader?.ScheduleDifficultySwitch(nextBeatmap, getState(nextBeatmap));
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protected void SwitchToDifficulty(BeatmapInfo nextBeatmap) => loader?.ScheduleDifficultySwitch(nextBeatmap, GetState(nextBeatmap));
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private void cancelExit()
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{
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@ -816,7 +816,7 @@ namespace osu.Game.Screens.Edit
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pushEditorPlayer();
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}
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void pushEditorPlayer() => this.Push(new EditorPlayerLoader(getState()));
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void pushEditorPlayer() => this.Push(new EditorPlayerLoader(this));
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}
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public double SnapTime(double time, double? referenceTime) => editorBeatmap.SnapTime(time, referenceTime);
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@ -11,15 +11,17 @@ namespace osu.Game.Screens.Edit.GameplayTest
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{
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public class EditorPlayer : Player
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{
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private readonly Editor editor;
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private readonly EditorState editorState;
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[Resolved]
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private MusicController musicController { get; set; }
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public EditorPlayer(EditorState editorState)
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public EditorPlayer(Editor editor)
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: base(new PlayerConfiguration { ShowResults = false })
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{
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this.editorState = editorState;
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this.editor = editor;
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editorState = editor.GetState();
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}
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protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart)
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@ -45,6 +47,9 @@ namespace osu.Game.Screens.Edit.GameplayTest
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public override bool OnExiting(IScreen next)
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{
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musicController.Stop();
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editorState.Time = GameplayClockContainer.CurrentTime;
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editor.RestoreState(editorState);
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return base.OnExiting(next);
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}
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}
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@ -14,8 +14,8 @@ namespace osu.Game.Screens.Edit.GameplayTest
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[Resolved]
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private OsuLogo osuLogo { get; set; }
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public EditorPlayerLoader(EditorState editorState)
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: base(() => new EditorPlayer(editorState))
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public EditorPlayerLoader(Editor editor)
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: base(() => new EditorPlayer(editor))
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{
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}
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