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Don't update gameplay loop while paused
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parent
a23dfb58ad
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@ -36,7 +36,10 @@ namespace osu.Game.Rulesets.UI
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private void load(GameplayClock clock)
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{
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if (clock != null)
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{
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parentGameplayClock = clock;
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gameplayClock.IsPaused.BindTo(clock.IsPaused);
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}
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}
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protected override void LoadComplete()
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@ -68,7 +71,7 @@ namespace osu.Game.Rulesets.UI
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public override bool UpdateSubTree()
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{
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requireMoreUpdateLoops = true;
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validState = true;
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validState = !gameplayClock.IsPaused.Value;
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int loops = 0;
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Bindables;
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using osu.Framework.Timing;
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namespace osu.Game.Screens.Play
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@ -17,6 +18,8 @@ namespace osu.Game.Screens.Play
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{
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private readonly IFrameBasedClock underlyingClock;
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public readonly BindableBool IsPaused = new BindableBool();
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public GameplayClock(IFrameBasedClock underlyingClock)
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{
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this.underlyingClock = underlyingClock;
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@ -79,6 +79,8 @@ namespace osu.Game.Screens.Play
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// the clock to be exposed via DI to children.
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GameplayClock = new GameplayClock(offsetClock);
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GameplayClock.IsPaused.BindTo(IsPaused);
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}
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[BackgroundDependencyLoader]
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