private void load(SkinManager skinManager, IBeatmap beatmap, BeatmapDifficultyCache difficultyCache) { RegisterPool <TouchHold, DrawableTouchHold>(2); // handle colouring of playfield elements beatmapDifficulty = difficultyCache.GetBindableDifficulty(beatmap.BeatmapInfo); skin = skinManager.CurrentSkin.GetBoundCopy(); sentakkiRulesetConfig?.BindWith(SentakkiRulesetSettings.RingColor, ringColor); }
private void load([CanBeNull] IBindable <WorkingBeatmap> workingBeatmap, [CanBeNull] BeatmapDifficultyCache difficultyCache) { if (workingBeatmap == null || difficultyCache == null) { return; } var beatmapDifficulty = difficultyCache.GetBindableDifficulty(beatmap.BeatmapInfo).Value; LoadComponentAsync(new BeatmapInfoWedge(workingBeatmap.Value, mods.Value, beatmapDifficulty ?? new StarDifficulty()), Add); }