protected virtual void UpdateSkinSources()
        {
            SkinSources.Clear();

            foreach (var skin in parentSource.AllSources)
            {
                switch (skin)
                {
                case LegacySkin legacySkin:
                    SkinSources.Add(GetLegacyRulesetTransformedSkin(legacySkin));
                    break;

                default:
                    SkinSources.Add(skin);
                    break;
                }
            }

            int lastDefaultSkinIndex = SkinSources.IndexOf(SkinSources.OfType <DefaultSkin>().LastOrDefault());

            // Ruleset resources should be given the ability to override game-wide defaults
            // This is achieved by placing them before the last instance of DefaultSkin.
            // Note that DefaultSkin may not be present in some test scenes.
            if (lastDefaultSkinIndex >= 0)
            {
                SkinSources.Insert(lastDefaultSkinIndex, rulesetResourcesSkin);
            }
            else
            {
                SkinSources.Add(rulesetResourcesSkin);
            }
        }
Exemplo n.º 2
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        protected virtual void UpdateSkins()
        {
            SkinSources.Clear();

            foreach (var skin in skinSource.AllSources)
            {
                switch (skin)
                {
                case LegacySkin legacySkin:
                    SkinSources.Add(GetLegacyRulesetTransformedSkin(legacySkin));
                    break;

                default:
                    SkinSources.Add(skin);
                    break;
                }
            }
        }