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Automate return to gameplay after map pool selection

This commit is contained in:
Dean Herbert 2018-11-18 09:29:18 +09:00
parent e6529eac3e
commit 06b08cd82d

View File

@ -7,11 +7,13 @@ using osu.Framework.Configuration;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Events; using osu.Framework.Input.Events;
using osu.Framework.Threading;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Graphics.Sprites; using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface; using osu.Game.Graphics.UserInterface;
using osu.Game.Tournament.Components; using osu.Game.Tournament.Components;
using osu.Game.Tournament.IPC; using osu.Game.Tournament.IPC;
using osu.Game.Tournament.Screens.Gameplay;
using osu.Game.Tournament.Screens.Gameplay.Components; using osu.Game.Tournament.Screens.Gameplay.Components;
using osu.Game.Tournament.Screens.Ladder.Components; using osu.Game.Tournament.Screens.Ladder.Components;
using OpenTK; using OpenTK;
@ -165,6 +167,11 @@ namespace osu.Game.Tournament.Screens.MapPool
setNextMode(); setNextMode();
} }
[Resolved]
private TournamentSceneManager sceneManager { get; set; }
private ScheduledDelegate scheduledChange;
private void addForBeatmap(int beatmapId) private void addForBeatmap(int beatmapId)
{ {
if (currentMatch.Value == null) if (currentMatch.Value == null)
@ -186,6 +193,12 @@ namespace osu.Game.Tournament.Screens.MapPool
}); });
setNextMode(); setNextMode();
if (pickType == ChoiceType.Pick)
{
scheduledChange?.Cancel();
scheduledChange = Scheduler.AddDelayed(() => { sceneManager?.SetScreen(typeof(GameplayScreen)); }, 10000);
}
} }
private void matchChanged(MatchPairing match) private void matchChanged(MatchPairing match)