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https://github.com/ppy/osu
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Fix unnecessary background screen transition
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parent
7921ad4516
commit
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@ -3,11 +3,14 @@
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using JetBrains.Annotations;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Screens;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play;
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namespace osu.Game.Screens.Edit
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namespace osu.Game.Screens.Edit
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{
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{
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@ -15,7 +18,7 @@ namespace osu.Game.Screens.Edit
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/// Transition screen for the editor.
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/// Transition screen for the editor.
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/// Used to avoid backing out to main menu/song select when switching difficulties from within the editor.
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/// Used to avoid backing out to main menu/song select when switching difficulties from within the editor.
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/// </summary>
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/// </summary>
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public class EditorLoader : OsuScreen
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public class EditorLoader : ScreenWithBeatmapBackground
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{
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{
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public override float BackgroundParallaxAmount => 0.1f;
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public override float BackgroundParallaxAmount => 0.1f;
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@ -62,9 +65,16 @@ namespace osu.Game.Screens.Edit
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ValidForResume = true;
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ValidForResume = true;
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this.MakeCurrent();
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this.MakeCurrent();
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scheduledDifficultySwitch = Schedule(() =>
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scheduledDifficultySwitch = Schedule(() =>
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{
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{
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Beatmap.Value = beatmapManager.GetWorkingBeatmap(beatmapInfo);
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Beatmap.Value = beatmapManager.GetWorkingBeatmap(beatmapInfo);
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// This screen is a weird exception to the rule that nothing after song select changes the global beatmap.
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// Because of this, we need to update the background stack's beatmap to match.
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// If we don't do this, the editor will see a discrepancy and create a new background, along with an unnecessary transition.
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ApplyToBackground(b => b.Beatmap = Beatmap.Value);
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pushEditor();
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pushEditor();
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});
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});
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}
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}
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