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Sort by difficulty and fix relationship
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8d6431b35e
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@ -128,6 +128,11 @@ namespace osu.Game.Database
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return connection.GetAllWithChildren<T>(filter, recursive);
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}
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public void GetChildren<T>(T item, bool recursive = true)
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{
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connection.GetChildren<T>(item, recursive);
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}
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readonly Type[] validTypes = new[]
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{
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typeof(BeatmapSetInfo),
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@ -217,12 +217,12 @@ namespace osu.Game.GameModes.Play
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// TODO: Make these italic
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new SpriteText
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{
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Text = this.beatmapSet.Metadata.TitleUnicode ?? this.beatmapSet.Metadata.Title,
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Text = this.beatmapSet.Metadata.Title ?? this.beatmapSet.Metadata.TitleUnicode,
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TextSize = 20
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},
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new SpriteText
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{
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Text = this.beatmapSet.Metadata.ArtistUnicode ?? this.beatmapSet.Metadata.Artist,
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Text = this.beatmapSet.Metadata.Artist ?? this.beatmapSet.Metadata.ArtistUnicode,
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TextSize = 16
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},
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new FlowContainer
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@ -59,6 +59,9 @@ namespace osu.Game.GameModes.Play
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private void addBeatmapSet(BeatmapSetInfo beatmapSet)
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{
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beatmapSet = beatmaps.GetWithChildren<BeatmapSetInfo>(beatmapSet.BeatmapSetID);
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beatmapSet.Beatmaps.ForEach(b => beatmaps.GetChildren(b));
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beatmapSet.Beatmaps = beatmapSet.Beatmaps.OrderBy(b => b.BaseDifficulty.OverallDifficulty)
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.ToList();
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var group = new BeatmapGroup(beatmapSet, beatmapResources, beatmapTextureResources);
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group.SetSelected += selectBeatmapSet;
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group.BeatmapSelected += selectBeatmap;
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