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make SelectTypes set mods instead of only adding new ones

also made the method actually take types as parameter to make it consistent
This commit is contained in:
FreezyLemon 2018-03-14 12:33:08 +01:00
parent 95c84ea7fe
commit a438e45434
2 changed files with 10 additions and 10 deletions

View File

@ -114,19 +114,19 @@ namespace osu.Game.Overlays.Mods
} }
/// <summary> /// <summary>
/// Select one or more mods in this section. /// Select one or more mods in this section and deselects all other ones.
/// </summary> /// </summary>
/// <param name="mods">The types of <see cref="Mod"/>s which should be deselected.</param> /// <param name="modTypes">The types of <see cref="Mod"/>s which should be selected.</param>
public void SelectTypes(IEnumerable<Mod> mods) public void SelectTypes(IEnumerable<Type> modTypes)
{ {
foreach (var button in buttons) foreach (var button in buttons)
{ {
for (int i = 0; i < button.Mods.Length; i++) int i = Array.FindIndex(button.Mods, m => modTypes.Any(t => t.IsInstanceOfType(m)));
{
foreach (var mod in mods) if (i >= 0)
if (mod.GetType().IsInstanceOfType(button.Mods[i]))
button.SelectAt(i); button.SelectAt(i);
} else
button.Deselect();
} }
} }

View File

@ -76,7 +76,7 @@ namespace osu.Game.Overlays.Mods
private void selectedModsChanged(IEnumerable<Mod> obj) private void selectedModsChanged(IEnumerable<Mod> obj)
{ {
foreach (ModSection section in ModSectionsContainer.Children) foreach (ModSection section in ModSectionsContainer.Children)
section.SelectTypes(obj); section.SelectTypes(obj.Select(m => m.GetType()).ToList());
updateMods(); updateMods();
} }