diff --git a/osu.Game/Screens/Play/LocalUserPlayingStates.cs b/osu.Game/Screens/Play/LocalUserPlayingStates.cs index 89f9ea16f7..d1761692a7 100644 --- a/osu.Game/Screens/Play/LocalUserPlayingStates.cs +++ b/osu.Game/Screens/Play/LocalUserPlayingStates.cs @@ -6,12 +6,12 @@ namespace osu.Game.Screens.Play public enum LocalUserPlayingStates { /// - /// The local player is not current in gameplay. + /// The local player is not current in gameplay. If watching a replay, gameplay always remains in this state. /// NotPlaying, /// - /// The local player is in a break, paused, or failed or passed but still at the gameplay screen. + /// The local player is in a break, paused, or failed but still at the gameplay screen. /// Break, diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index ee11512bd4..0e0f3ae8a3 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -508,16 +508,16 @@ namespace osu.Game.Screens.Play private void updateGameplayState() { - bool inGameplay = !DrawableRuleset.HasReplayLoaded.Value && !GameplayState.HasFailed; - bool inBreak = breakTracker.IsBreakTime.Value || DrawableRuleset.IsPaused.Value; + bool inGameplay = !DrawableRuleset.HasReplayLoaded.Value; + bool inBreak = breakTracker.IsBreakTime.Value || DrawableRuleset.IsPaused.Value || GameplayState.HasFailed; if (inGameplay) playingState.Value = inBreak ? LocalUserPlayingStates.Break : LocalUserPlayingStates.Playing; else playingState.Value = LocalUserPlayingStates.NotPlaying; - localUserPlaying.Value = playingState.Value != LocalUserPlayingStates.NotPlaying; - OverlayActivationMode.Value = playingState.Value != LocalUserPlayingStates.NotPlaying ? OverlayActivation.Disabled : OverlayActivation.UserTriggered; + localUserPlaying.Value = playingState.Value == LocalUserPlayingStates.Playing; + OverlayActivationMode.Value = playingState.Value == LocalUserPlayingStates.Playing ? OverlayActivation.Disabled : OverlayActivation.UserTriggered; } private void updateSampleDisabledState()