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Fix some formatting / variable naming
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parent
8b4aa708fa
commit
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@ -312,13 +312,13 @@ namespace osu.Game.Overlays
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private WorkingBeatmap current;
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private WorkingBeatmap current;
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private TransformDirection? queuedDirection;
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private TransformDirection? queuedDirection;
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private void beatmapChanged(ValueChangedEvent<WorkingBeatmap> e)
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private void beatmapChanged(ValueChangedEvent<WorkingBeatmap> beatmap)
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{
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{
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TransformDirection direction = TransformDirection.None;
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TransformDirection direction = TransformDirection.None;
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if (current != null)
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if (current != null)
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{
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{
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bool audioEquals = e.NewValue?.BeatmapInfo?.AudioEquals(current.BeatmapInfo) ?? false;
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bool audioEquals = beatmap.NewValue?.BeatmapInfo?.AudioEquals(current.BeatmapInfo) ?? false;
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if (audioEquals)
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if (audioEquals)
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direction = TransformDirection.None;
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direction = TransformDirection.None;
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@ -331,7 +331,7 @@ namespace osu.Game.Overlays
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{
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{
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//figure out the best direction based on order in playlist.
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//figure out the best direction based on order in playlist.
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var last = beatmapSets.TakeWhile(b => b.ID != current.BeatmapSetInfo?.ID).Count();
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var last = beatmapSets.TakeWhile(b => b.ID != current.BeatmapSetInfo?.ID).Count();
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var next = beatmap == null ? -1 : beatmapSets.TakeWhile(b => b.ID != e.NewValue.BeatmapSetInfo?.ID).Count();
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var next = this.beatmap == null ? -1 : beatmapSets.TakeWhile(b => b.ID != beatmap.NewValue.BeatmapSetInfo?.ID).Count();
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direction = last > next ? TransformDirection.Prev : TransformDirection.Next;
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direction = last > next ? TransformDirection.Prev : TransformDirection.Next;
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}
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}
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@ -339,7 +339,8 @@ namespace osu.Game.Overlays
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current.Track.Completed -= currentTrackCompleted;
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current.Track.Completed -= currentTrackCompleted;
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}
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}
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current = e.NewValue;
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current = beatmap.NewValue;
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if (current != null)
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if (current != null)
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current.Track.Completed += currentTrackCompleted;
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current.Track.Completed += currentTrackCompleted;
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