private void SetDefaultDifficulty() { bool change = false; switch (SelectedDifficulty) { //start by checking the currently selected difficulty. If this difficulty has beats, we can jsut ret. case Difficulty.Easy: if (!_currentSong.EasyBeats.Any()) { change = true; } break; case Difficulty.Advanced: if (!_currentSong.AdvancedBeats.Any()) { change = true; } break; case Difficulty.Expert: if (!_currentSong.ExpertBeats.Any()) { change = true; } break; } //if we get here, we need to switch to a difficulty with beats. if (change) { if (_currentSong.EasyBeats.Any()) { SelectedDifficulty = Difficulty.Easy; } else if (_currentSong.AdvancedBeats.Any()) { SelectedDifficulty = Difficulty.Advanced; } else if (_currentSong.ExpertBeats.Any()) { SelectedDifficulty = Difficulty.Expert; } else { throw new Exception("This song has no valid beatmaps. This will happen if you mess with the setup file. So, don't do that."); } } OnSetDifficulty?.Invoke(SelectedDifficulty); }
private void DecreaseDifficulty() { switch (SelectedDifficulty) { //start by checking the currently selected difficulty. If this difficulty has beats, we can jsut ret. case Difficulty.Easy: if (_currentSong.ExpertBeats.Any()) { SelectedDifficulty = Difficulty.Expert; } else if (_currentSong.AdvancedBeats.Any()) { SelectedDifficulty = Difficulty.Advanced; } else if (_currentSong.EasyBeats.Any()) { SelectedDifficulty = Difficulty.Easy; } else { throw new Exception("This song has no valid beatmaps. This will happen if you mess with the setup file. So, don't do that."); } break; case Difficulty.Advanced: if (_currentSong.EasyBeats.Any()) { SelectedDifficulty = Difficulty.Easy; } else if (_currentSong.ExpertBeats.Any()) { SelectedDifficulty = Difficulty.Expert; } else if (_currentSong.AdvancedBeats.Any()) { SelectedDifficulty = Difficulty.Advanced; } else { throw new Exception("This song has no valid beatmaps. This will happen if you mess with the setup file. So, don't do that."); } break; case Difficulty.Expert: if (_currentSong.AdvancedBeats.Any()) { SelectedDifficulty = Difficulty.Advanced; } else if (_currentSong.EasyBeats.Any()) { SelectedDifficulty = Difficulty.Easy; } else if (_currentSong.ExpertBeats.Any()) { SelectedDifficulty = Difficulty.Expert; } else { throw new Exception("This song has no valid beatmaps. This will happen if you mess with the setup file. So, don't do that."); } break; } OnSetDifficulty?.Invoke(SelectedDifficulty); }