public override void OnResuming(IScreen last) { base.OnResuming(last); // required due to https://github.com/ppy/osu-framework/issues/3218 ModSelect.SelectedMods.Disabled = false; ModSelect.SelectedMods.BindTo(selectedMods); Carousel.AllowSelection = true; BeatmapDetails.Refresh(); Beatmap.Value.Track.Looping = true; music?.ResetTrackAdjustments(); if (Beatmap != null && !Beatmap.Value.BeatmapSetInfo.DeletePending) { UpdateBeatmap(Beatmap.Value); // restart playback on returning to song select, regardless. music?.Play(); } this.FadeIn(250); this.ScaleTo(1, 250, Easing.OutSine); FilterControl.Activate(); }
public override void OnResuming(IScreen last) { base.OnResuming(last); // required due to https://github.com/ppy/osu-framework/issues/3218 ModSelect.SelectedMods.Disabled = false; ModSelect.SelectedMods.BindTo(selectedMods); Carousel.AllowSelection = true; BeatmapDetails.Refresh(); beginLooping(); music.ResetTrackAdjustments(); if (Beatmap != null && !Beatmap.Value.BeatmapSetInfo.DeletePending) { updateComponentFromBeatmap(Beatmap.Value); // restart playback on returning to song select, regardless. // not sure this should be a permanent thing (we may want to leave a user pause paused even on returning) music.Play(requestedByUser: true); } this.FadeIn(250); this.ScaleTo(1, 250, Easing.OutSine); FilterControl.Activate(); }
private void clearScores(BeatmapInfo beatmap) { if (beatmap == null || beatmap.ID <= 0) { return; } dialogOverlay?.Push(new BeatmapClearScoresDialog(beatmap, () => // schedule done here rather than inside the dialog as the dialog may fade out and never callback. Schedule(() => BeatmapDetails.Refresh()))); }