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Change present from skin selection tab to SkinCollection.First()
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@ -29,7 +29,6 @@ using osu.Framework.Input.Handlers.Tablet;
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using osu.Framework.Localisation;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Collections;
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@ -50,7 +49,6 @@ using osu.Game.Overlays;
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using osu.Game.Overlays.BeatmapListing;
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using osu.Game.Overlays.Music;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Overlays.Settings.Sections;
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using osu.Game.Overlays.SkinEditor;
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using osu.Game.Overlays.Toolbar;
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using osu.Game.Overlays.Volume;
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@ -505,21 +503,10 @@ namespace osu.Game
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public void ShowChangelogBuild(string updateStream, string version) => waitForReady(() => changelogOverlay, _ => changelogOverlay.ShowBuild(updateStream, version));
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/// <summary>
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/// Present ether a skin select if one skin was imported or navigate to the skin selection menu if multiple skins were imported immediately.
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/// Present a skin select immediately.
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/// </summary>
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/// <param name="importedSkins">List of imported skins</param>
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public void PresentSkins(IEnumerable<Live<SkinInfo>> importedSkins)
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{
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int importedSkinsCount = importedSkins.Count();
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if (importedSkinsCount == 1)
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SkinManager.CurrentSkinInfo.Value = importedSkins.Single();
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else if (importedSkinsCount > 1)
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{
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Settings.Show();
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Settings.SectionsContainer.ScrollTo(Settings.SectionsContainer.ChildrenOfType<SkinSection>().Single());
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}
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}
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/// <param name="importedSkin">Skin to select</param>
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public void PresentSkin(Live<SkinInfo> importedSkin) => SkinManager.CurrentSkinInfo.Value = importedSkin;
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/// <summary>
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/// Present a beatmap at song select immediately.
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@ -797,7 +784,7 @@ namespace osu.Game
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// todo: all archive managers should be able to be looped here.
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SkinManager.PostNotification = n => Notifications.Post(n);
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SkinManager.PresentImport = PresentSkins;
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SkinManager.PresentImport = items => PresentSkin(items.First());
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BeatmapManager.PostNotification = n => Notifications.Post(n);
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BeatmapManager.PresentImport = items => PresentBeatmap(items.First().Value);
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