Fix unnecessary background screen transition

This commit is contained in:
Dean Herbert 2021-09-07 14:34:54 +09:00
parent 7921ad4516
commit 9edd010b1d

View File

@ -3,11 +3,14 @@
using JetBrains.Annotations; using JetBrains.Annotations;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Screens; using osu.Framework.Screens;
using osu.Framework.Threading; using osu.Framework.Threading;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterface; using osu.Game.Graphics.UserInterface;
using osu.Game.Screens.Menu; using osu.Game.Screens.Menu;
using osu.Game.Screens.Play;
namespace osu.Game.Screens.Edit namespace osu.Game.Screens.Edit
{ {
@ -15,7 +18,7 @@ namespace osu.Game.Screens.Edit
/// Transition screen for the editor. /// Transition screen for the editor.
/// Used to avoid backing out to main menu/song select when switching difficulties from within the editor. /// Used to avoid backing out to main menu/song select when switching difficulties from within the editor.
/// </summary> /// </summary>
public class EditorLoader : OsuScreen public class EditorLoader : ScreenWithBeatmapBackground
{ {
public override float BackgroundParallaxAmount => 0.1f; public override float BackgroundParallaxAmount => 0.1f;
@ -62,9 +65,16 @@ namespace osu.Game.Screens.Edit
ValidForResume = true; ValidForResume = true;
this.MakeCurrent(); this.MakeCurrent();
scheduledDifficultySwitch = Schedule(() => scheduledDifficultySwitch = Schedule(() =>
{ {
Beatmap.Value = beatmapManager.GetWorkingBeatmap(beatmapInfo); Beatmap.Value = beatmapManager.GetWorkingBeatmap(beatmapInfo);
// This screen is a weird exception to the rule that nothing after song select changes the global beatmap.
// Because of this, we need to update the background stack's beatmap to match.
// If we don't do this, the editor will see a discrepancy and create a new background, along with an unnecessary transition.
ApplyToBackground(b => b.Beatmap = Beatmap.Value);
pushEditor(); pushEditor();
}); });
} }