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Fix metronome not using EditorBeatmap
causing editor updates to not propagate immediately
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c3bfbe8880
commit
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System;
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using System.Globalization;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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@ -30,6 +31,9 @@ namespace osu.Game.Screens.Edit.Timing
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[Resolved]
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[Resolved]
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private OverlayColourProvider overlayColourProvider { get; set; }
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private OverlayColourProvider overlayColourProvider { get; set; }
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[Resolved]
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private EditorBeatmap editorBeatmap { get; set; }
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load()
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private void load()
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{
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{
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@ -205,14 +209,14 @@ namespace osu.Game.Screens.Edit.Timing
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{
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{
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base.LoadComplete();
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base.LoadComplete();
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interpolatedBpm.BindValueChanged(bpm => bpmText.Text = bpm.NewValue.ToString());
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interpolatedBpm.BindValueChanged(bpm => bpmText.Text = bpm.NewValue.ToString(CultureInfo.CurrentCulture));
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}
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}
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protected override void Update()
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protected override void Update()
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{
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{
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base.Update();
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base.Update();
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timingPoint = Beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(BeatSyncClock.CurrentTime);
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timingPoint = editorBeatmap.ControlPointInfo.TimingPointAt(BeatSyncClock.CurrentTime);
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if (beatLength != timingPoint.BeatLength)
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if (beatLength != timingPoint.BeatLength)
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{
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{
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@ -223,7 +227,7 @@ namespace osu.Game.Screens.Edit.Timing
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float bpmRatio = (float)Interpolation.ApplyEasing(Easing.OutQuad, Math.Clamp((timingPoint.BPM - 30) / 480, 0, 1));
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float bpmRatio = (float)Interpolation.ApplyEasing(Easing.OutQuad, Math.Clamp((timingPoint.BPM - 30) / 480, 0, 1));
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weight.MoveToY((float)Interpolation.Lerp(0.1f, 0.83f, bpmRatio), 600, Easing.OutQuint);
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weight.MoveToY((float)Interpolation.Lerp(0.1f, 0.83f, bpmRatio), 600, Easing.OutQuint);
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this.TransformBindableTo(interpolatedBpm, (int)timingPoint.BPM, 600, Easing.OutQuint);
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this.TransformBindableTo(interpolatedBpm, (int)Math.Round(timingPoint.BPM), 600, Easing.OutQuint);
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}
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}
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if (BeatSyncClock?.IsRunning != true && isSwinging)
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if (BeatSyncClock?.IsRunning != true && isSwinging)
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