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e52a58c1bc
commit
5a031eada8
@ -28,8 +28,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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public bool RestartOnFail => false;
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public bool DisplayResultsOnFail => false;
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private OsuInputManager inputManager;
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private IFrameStableClock gameplayClock;
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@ -51,8 +51,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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public bool RestartOnFail => false;
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public bool DisplayResultsOnFail => true;
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/// <summary>
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/// Jump distance for circles in the last combo
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/// </summary>
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@ -18,10 +18,5 @@ namespace osu.Game.Rulesets.Mods
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/// Whether we want to restart on fail. Only used if <see cref="PerformFail"/> returns true.
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/// </summary>
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bool RestartOnFail { get; }
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/// <summary>
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/// Whether to proceed to results screen on fail. Only used if <see cref="PerformFail"/> returns true and <see cref="RestartOnFail"/> is false.
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/// </summary>
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bool DisplayResultsOnFail { get; }
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}
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}
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@ -24,8 +24,6 @@ namespace osu.Game.Rulesets.Mods
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public bool RestartOnFail => false;
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public bool DisplayResultsOnFail => false;
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public override Type[] IncompatibleMods => new[] { typeof(ModRelax), typeof(ModFailCondition), typeof(ModNoFail) };
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public override bool HasImplementation => GetType().GenericTypeArguments.Length == 0;
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@ -17,7 +17,6 @@ namespace osu.Game.Rulesets.Mods
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public bool PerformFail() => false;
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public bool RestartOnFail => false;
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public bool DisplayResultsOnFail => false;
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public void ReadFromConfig(OsuConfigManager config)
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{
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@ -41,7 +41,6 @@ namespace osu.Game.Rulesets.Mods
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}
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public bool RestartOnFail => false;
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public bool DisplayResultsOnFail => false;
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public void ApplyToHealthProcessor(HealthProcessor healthProcessor)
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{
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@ -14,7 +14,6 @@ namespace osu.Game.Rulesets.Mods
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public virtual bool PerformFail() => true;
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public virtual bool RestartOnFail => true;
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public virtual bool DisplayResultsOnFail => false;
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public void ApplyToHealthProcessor(HealthProcessor healthProcessor)
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{
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@ -640,7 +640,7 @@ namespace osu.Game.Screens.Play
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if (!this.IsCurrentScreen())
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return;
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if (!ScoreProcessor.HasCompleted.Value && !HealthProcessor.HasFailed)
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if (!ScoreProcessor.HasCompleted.Value)
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{
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completionProgressDelegate?.Cancel();
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completionProgressDelegate = null;
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@ -653,7 +653,7 @@ namespace osu.Game.Screens.Play
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throw new InvalidOperationException($"{nameof(updateCompletionState)} was fired more than once");
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// Only show the completion screen if the player hasn't failed
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if (HealthProcessor.HasFailed && !Mods.Value.OfType<IApplicableFailOverride>().Any(m => m.DisplayResultsOnFail))
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if (HealthProcessor.HasFailed)
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return;
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ValidForResume = false;
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@ -751,12 +751,6 @@ namespace osu.Game.Screens.Play
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// Called back when the transform finishes
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private void onFailComplete()
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{
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if (Mods.Value.OfType<IApplicableFailOverride>().Any(m => m.DisplayResultsOnFail))
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{
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updateCompletionState(true);
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return;
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}
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GameplayClockContainer.Stop();
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FailOverlay.Retries = RestartCount;
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