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Merge branch 'master' into lounge-redesign
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commit
5d0b4abb9d
@ -525,16 +525,11 @@ namespace osu.Game
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private void beatmapChanged(ValueChangedEvent<WorkingBeatmap> beatmap)
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{
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beatmap.OldValue?.CancelAsyncLoad();
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updateModDefaults();
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beatmap.NewValue?.BeginAsyncLoad();
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}
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private void modsChanged(ValueChangedEvent<IReadOnlyList<Mod>> mods)
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{
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updateModDefaults();
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// a lease may be taken on the mods bindable, at which point we can't really ensure valid mods.
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if (SelectedMods.Disabled)
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return;
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@ -546,19 +541,6 @@ namespace osu.Game
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}
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}
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private void updateModDefaults()
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{
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BeatmapDifficulty baseDifficulty = Beatmap.Value.BeatmapInfo.BaseDifficulty;
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if (baseDifficulty != null && SelectedMods.Value.Any(m => m is IApplicableToDifficulty))
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{
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var adjustedDifficulty = baseDifficulty.Clone();
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foreach (var mod in SelectedMods.Value.OfType<IApplicableToDifficulty>())
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mod.ReadFromDifficulty(adjustedDifficulty);
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}
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}
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#endregion
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private PerformFromMenuRunner performFromMainMenuTask;
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@ -52,7 +52,7 @@ namespace osu.Game.Overlays
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private Color4 getColour(float saturation, float lightness) => Color4.FromHsl(new Vector4(getBaseHue(colourScheme), saturation, lightness, 1));
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// See https://github.com/ppy/osu-web/blob/4218c288292d7c810b619075471eaea8bbb8f9d8/app/helpers.php#L1463
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// See https://github.com/ppy/osu-web/blob/5a536d217a21582aad999db50a981003d3ad5659/app/helpers.php#L1620-L1628
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private static float getBaseHue(OverlayColourScheme colourScheme)
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{
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switch (colourScheme)
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@ -67,13 +67,13 @@ namespace osu.Game.Overlays
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return 333 / 360f;
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case OverlayColourScheme.Orange:
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return 46 / 360f;
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return 45 / 360f;
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case OverlayColourScheme.Lime:
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return 90 / 360f;
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case OverlayColourScheme.Green:
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return 115 / 360f;
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return 125 / 360f;
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case OverlayColourScheme.Purple:
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return 255 / 360f;
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@ -10,13 +10,6 @@ namespace osu.Game.Rulesets.Mods
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/// </summary>
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public interface IApplicableToDifficulty : IApplicableMod
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{
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/// <summary>
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/// Called when a beatmap is changed. Can be used to read default values.
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/// Any changes made will not be preserved.
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/// </summary>
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/// <param name="difficulty">The difficulty to read from.</param>
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void ReadFromDifficulty(BeatmapDifficulty difficulty);
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/// <summary>
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/// Called post beatmap conversion. Can be used to apply changes to difficulty attributes.
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/// </summary>
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