diff --git a/osu.Game/Screens/Edit/Compose/ComposeScreen.cs b/osu.Game/Screens/Edit/Compose/ComposeScreen.cs index 61056aeced..b56f9bee14 100644 --- a/osu.Game/Screens/Edit/Compose/ComposeScreen.cs +++ b/osu.Game/Screens/Edit/Compose/ComposeScreen.cs @@ -73,15 +73,7 @@ namespace osu.Game.Screens.Edit.Compose { Debug.Assert(ruleset != null); - var beatmapSkinProvider = new BeatmapSkinProvidingContainer(beatmap.Value.Skin); - - // the beatmapSkinProvider is used as the fallback source here to allow the ruleset-specific skin implementation - // full access to all skin sources. - var rulesetSkinProvider = new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(beatmapSkinProvider, EditorBeatmap.PlayableBeatmap)); - - // load the skinning hierarchy first. - // this is intentionally done in two stages to ensure things are in a loaded state before exposing the ruleset to skin sources. - return beatmapSkinProvider.WithChild(rulesetSkinProvider.WithChild(content)); + return new RulesetSkinProvidingContainer(ruleset, EditorBeatmap.PlayableBeatmap, beatmap.Value.Skin).WithChild(content); } #region Input Handling diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index f9036780aa..47c91cfc4d 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -234,29 +234,23 @@ namespace osu.Game.Screens.Play dependencies.CacheAs(GameplayBeatmap); - var beatmapSkinProvider = new BeatmapSkinProvidingContainer(Beatmap.Value.Skin); - - // the beatmapSkinProvider is used as the fallback source here to allow the ruleset-specific skin implementation - // full access to all skin sources. - var rulesetSkinProvider = new SkinProvidingContainer(GameplayRuleset.CreateLegacySkinProvider(beatmapSkinProvider, playableBeatmap)); + var rulesetSkinProvider = new RulesetSkinProvidingContainer(GameplayRuleset, playableBeatmap, Beatmap.Value.Skin); // load the skinning hierarchy first. // this is intentionally done in two stages to ensure things are in a loaded state before exposing the ruleset to skin sources. - GameplayClockContainer.Add(beatmapSkinProvider.WithChild(rulesetSkinProvider)); + GameplayClockContainer.Add(rulesetSkinProvider); rulesetSkinProvider.AddRange(new[] { - // underlay and gameplay should have access the to skinning sources. + // underlay and gameplay should have access to the skinning sources. createUnderlayComponents(), createGameplayComponents(Beatmap.Value, playableBeatmap) }); // also give the HUD a ruleset container to allow rulesets to potentially override HUD elements (used to disable combo counters etc.) // we may want to limit this in the future to disallow rulesets from outright replacing elements the user expects to be there. - var hudRulesetContainer = new SkinProvidingContainer(GameplayRuleset.CreateLegacySkinProvider(beatmapSkinProvider, playableBeatmap)); - // add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components. - GameplayClockContainer.Add(hudRulesetContainer.WithChild(createOverlayComponents(Beatmap.Value))); + rulesetSkinProvider.Add(createOverlayComponents(Beatmap.Value)); if (!DrawableRuleset.AllowGameplayOverlays) {