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Extract method for difficulty switch menu creation

This commit is contained in:
Bartłomiej Dach 2022-01-23 16:29:00 +01:00
parent 3a5099cf06
commit e2fcdc394b
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@ -806,6 +806,15 @@ namespace osu.Game.Screens.Edit
fileMenuItems.Add(new EditorMenuItemSpacer()); fileMenuItems.Add(new EditorMenuItemSpacer());
fileMenuItems.Add(createDifficultySwitchMenu());
fileMenuItems.Add(new EditorMenuItemSpacer());
fileMenuItems.Add(new EditorMenuItem("Exit", MenuItemType.Standard, this.Exit));
return fileMenuItems;
}
private EditorMenuItem createDifficultySwitchMenu()
{
var beatmapSet = playableBeatmap.BeatmapInfo.BeatmapSet; var beatmapSet = playableBeatmap.BeatmapInfo.BeatmapSet;
Debug.Assert(beatmapSet != null); Debug.Assert(beatmapSet != null);
@ -818,20 +827,13 @@ namespace osu.Game.Screens.Edit
difficultyItems.Add(new EditorMenuItemSpacer()); difficultyItems.Add(new EditorMenuItemSpacer());
foreach (var beatmap in rulesetBeatmaps.OrderBy(b => b.StarRating)) foreach (var beatmap in rulesetBeatmaps.OrderBy(b => b.StarRating))
difficultyItems.Add(createDifficultyMenuItem(beatmap)); {
bool isCurrentDifficulty = playableBeatmap.BeatmapInfo.Equals(beatmap);
difficultyItems.Add(new DifficultyMenuItem(beatmap, isCurrentDifficulty, SwitchToDifficulty));
}
} }
fileMenuItems.Add(new EditorMenuItem("Change difficulty") { Items = difficultyItems }); return new EditorMenuItem("Change difficulty") { Items = difficultyItems };
fileMenuItems.Add(new EditorMenuItemSpacer());
fileMenuItems.Add(new EditorMenuItem("Exit", MenuItemType.Standard, this.Exit));
return fileMenuItems;
}
private DifficultyMenuItem createDifficultyMenuItem(BeatmapInfo beatmapInfo)
{
bool isCurrentDifficulty = playableBeatmap.BeatmapInfo.Equals(beatmapInfo);
return new DifficultyMenuItem(beatmapInfo, isCurrentDifficulty, SwitchToDifficulty);
} }
protected void SwitchToDifficulty(BeatmapInfo nextBeatmap) => loader?.ScheduleDifficultySwitch(nextBeatmap, GetState(nextBeatmap)); protected void SwitchToDifficulty(BeatmapInfo nextBeatmap) => loader?.ScheduleDifficultySwitch(nextBeatmap, GetState(nextBeatmap));