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Fix beatmap attributes display in mod select recreating star difficulty bindable every setting change
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@ -108,8 +108,6 @@ namespace osu.Game.Overlays.Mods
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updateValues();
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}, true);
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BeatmapInfo.BindValueChanged(_ => updateValues());
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Collapsed.BindValueChanged(_ =>
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{
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// Only start autosize animations on first collapse toggle. This avoids an ugly initial presentation.
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@ -120,12 +118,32 @@ namespace osu.Game.Overlays.Mods
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GameRuleset = game.Ruleset.GetBoundCopy();
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GameRuleset.BindValueChanged(_ => updateValues());
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BeatmapInfo.BindValueChanged(_ => updateValues());
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BeatmapInfo.BindValueChanged(_ =>
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{
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updateStarDifficultyBindable();
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updateValues();
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}, true);
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updateValues();
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updateCollapsedState();
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}
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private void updateStarDifficultyBindable()
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{
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cancellationSource?.Cancel();
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if (BeatmapInfo.Value == null)
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return;
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starDifficulty = difficultyCache.GetBindableDifficulty(BeatmapInfo.Value, (cancellationSource = new CancellationTokenSource()).Token);
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starDifficulty.BindValueChanged(s =>
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{
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starRatingDisplay.Current.Value = s.NewValue ?? default;
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if (!starRatingDisplay.IsPresent)
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starRatingDisplay.FinishTransforms(true);
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});
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}
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protected override bool OnHover(HoverEvent e)
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{
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startAnimating();
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@ -154,17 +172,6 @@ namespace osu.Game.Overlays.Mods
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if (BeatmapInfo.Value == null)
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return;
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cancellationSource?.Cancel();
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starDifficulty = difficultyCache.GetBindableDifficulty(BeatmapInfo.Value, (cancellationSource = new CancellationTokenSource()).Token);
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starDifficulty.BindValueChanged(s =>
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{
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starRatingDisplay.Current.Value = s.NewValue ?? default;
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if (!starRatingDisplay.IsPresent)
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starRatingDisplay.FinishTransforms(true);
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});
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double rate = ModUtils.CalculateRateWithMods(Mods.Value);
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bpmDisplay.Current.Value = FormatUtils.RoundBPM(BeatmapInfo.Value.BPM, rate);
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