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Explicitly update beatmap info wedge on mod change
This used to already be the case prior tob419ea7
, but in a very roundabout way. Changes to the value of the star difficulty bindable - including indirect changes via the set of active mods changing - would trigger the wedge display to regenerate and load asynchronously.b419ea7
accidentally broke this by moving down the bindable retrieval to a lower level, at which point `WedgeInfoText` would only receive the set of mods selected at the time at which a given beatmap was selected, and not receive any further updates, breaking the BPM display updating in real time (as `WedgeInfoText` could not be aware that rate-changing mods were even in effect). To resolve, explicitly reload the wedge's contents on mod changes.
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@ -71,6 +71,7 @@ namespace osu.Game.Screens.Select
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private void load()
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{
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ruleset.BindValueChanged(_ => updateDisplay());
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mods.BindValueChanged(_ => updateDisplay());
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}
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private const double animation_duration = 800;
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