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Fix initialize beatmap change animation of the music controller
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@ -264,32 +264,36 @@ namespace osu.Game.Overlays
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private void beatmapChanged(WorkingBeatmap beatmap)
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{
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progressBar.IsEnabled = beatmap != null;
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bool audioEquals = beatmapBacking.Value?.BeatmapInfo?.AudioEquals(current?.BeatmapInfo) ?? false;
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TransformDirection direction;
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if (audioEquals)
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direction = TransformDirection.None;
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else if (queuedDirection.HasValue)
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if (current != null)
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{
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direction = queuedDirection.Value;
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progressBar.IsEnabled = beatmap != null;
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bool audioEquals = beatmapBacking.Value?.BeatmapInfo?.AudioEquals(current.BeatmapInfo) ?? false;
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TransformDirection direction;
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if (audioEquals)
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direction = TransformDirection.None;
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else if (queuedDirection.HasValue)
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{
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direction = queuedDirection.Value;
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queuedDirection = null;
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}
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else
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{
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//figure out the best direction based on order in playlist.
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var last = playlist.BeatmapSets.TakeWhile(b => b.ID != current.BeatmapSetInfo.ID).Count();
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var next = beatmapBacking.Value == null ? -1 : playlist.BeatmapSets.TakeWhile(b => b.ID != beatmapBacking.Value.BeatmapSetInfo.ID).Count();
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direction = last > next ? TransformDirection.Prev : TransformDirection.Next;
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}
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updateDisplay(beatmapBacking, direction);
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queuedDirection = null;
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}
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else
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{
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//figure out the best direction based on order in playlist.
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var last = current == null ? -1 : playlist.BeatmapSets.TakeWhile(b => b.ID != current.BeatmapSetInfo.ID).Count();
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var next = beatmapBacking.Value == null ? -1 : playlist.BeatmapSets.TakeWhile(b => b.ID != beatmapBacking.Value.BeatmapSetInfo.ID).Count();
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direction = last > next ? TransformDirection.Prev : TransformDirection.Next;
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}
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current = beatmapBacking.Value;
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updateDisplay(beatmapBacking, direction);
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queuedDirection = null;
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}
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private ScheduledDelegate pendingBeatmapSwitch;
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