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Load gameplay immediately on entering the skin editor while at the main menu #25568
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@@ -222,5 +282,25 @@ private void globallyReenableBeatmapSkinSetting() | |||
leasedBeatmapSkins?.Return(); | |||
leasedBeatmapSkins = null; | |||
} | |||
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private partial class EndlessPlayer : ReplayPlayer |
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The one issue I have with this, if anything, is that doing things this way creates a weird UX wherein opening the skin editor while a replay is running will cause the replay to terminate, while going to an autoplay replay via the scene library explicitly will result in the gameplay looping.
But for now the upsides of having anything at all probably beat the downside of said weirdness, and all of this is mostly nicely localised (and I'm not sure that would have been possible if one wanted to fix the aforementioned issue), so I'm looking away for now.
// If we're playing the intro, switch away to another beatmap. | ||
if (beatmap.Value.BeatmapSetInfo.Protected) | ||
{ | ||
music.NextTrack(); | ||
Schedule(PresentGameplay); | ||
return; | ||
} |
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If the local user has no beatmaps imported, this will mean that they cannot enter the gameplay skinning scene at all. However, what would happen previously is that they would open the triangles "beatmap", which has 1 object in it, so the gameplay scene would terminate after like 5 seconds, so I'm looking away for now.
As discussed IRL the way forward is probably to provide an actual beatmap in the game files but for now that is out of scope.
This will also loop gameplay so it doesn't rudely exit to the results screen while you are editing a skin.
CleanShot.2023-11-24.at.08.48.19.mp4