diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index 2f7f793bbf..d0ef3bc104 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -255,7 +255,7 @@ namespace osu.Game.Screens.Play private void performImmediateExit() { // if a restart has been requested, cancel any pending completion (user has shown intent to restart). - onCompletionEvent?.Cancel(); + pushResults?.Cancel(); ValidForResume = false; @@ -279,12 +279,12 @@ namespace osu.Game.Screens.Play performImmediateExit(); } - private ScheduledDelegate onCompletionEvent; + private ScheduledDelegate pushResults; private void onCompletion() { // Only show the completion screen if the player hasn't failed - if (ScoreProcessor.HasFailed || onCompletionEvent != null) + if (ScoreProcessor.HasFailed || pushResults != null) return; ValidForResume = false; @@ -293,7 +293,7 @@ namespace osu.Game.Screens.Play using (BeginDelayedSequence(1000)) { - onCompletionEvent = Schedule(delegate + pushResults = Schedule(delegate { if (!this.IsCurrentScreen()) return; @@ -465,10 +465,10 @@ namespace osu.Game.Screens.Play public override bool OnExiting(IScreen next) { - if (onCompletionEvent != null && !onCompletionEvent.Cancelled && !onCompletionEvent.Completed) + if (pushResults != null && !pushResults.Cancelled && !pushResults.Completed) // proceed to result screen if beatmap already finished playing { - onCompletionEvent.RunTask(); + pushResults.RunTask(); return true; }