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Revert "Display results after fail"

This commit reverts 7815b3c7
This commit is contained in:
Henry Lin 2021-06-23 16:22:10 +08:00
parent e52a58c1bc
commit 5a031eada8
8 changed files with 2 additions and 22 deletions

View File

@ -28,8 +28,6 @@ namespace osu.Game.Rulesets.Osu.Mods
public bool RestartOnFail => false;
public bool DisplayResultsOnFail => false;
private OsuInputManager inputManager;
private IFrameStableClock gameplayClock;

View File

@ -51,8 +51,6 @@ namespace osu.Game.Rulesets.Osu.Mods
public bool RestartOnFail => false;
public bool DisplayResultsOnFail => true;
/// <summary>
/// Jump distance for circles in the last combo
/// </summary>

View File

@ -18,10 +18,5 @@ namespace osu.Game.Rulesets.Mods
/// Whether we want to restart on fail. Only used if <see cref="PerformFail"/> returns true.
/// </summary>
bool RestartOnFail { get; }
/// <summary>
/// Whether to proceed to results screen on fail. Only used if <see cref="PerformFail"/> returns true and <see cref="RestartOnFail"/> is false.
/// </summary>
bool DisplayResultsOnFail { get; }
}
}

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@ -24,8 +24,6 @@ namespace osu.Game.Rulesets.Mods
public bool RestartOnFail => false;
public bool DisplayResultsOnFail => false;
public override Type[] IncompatibleMods => new[] { typeof(ModRelax), typeof(ModFailCondition), typeof(ModNoFail) };
public override bool HasImplementation => GetType().GenericTypeArguments.Length == 0;

View File

@ -17,7 +17,6 @@ namespace osu.Game.Rulesets.Mods
public bool PerformFail() => false;
public bool RestartOnFail => false;
public bool DisplayResultsOnFail => false;
public void ReadFromConfig(OsuConfigManager config)
{

View File

@ -41,7 +41,6 @@ namespace osu.Game.Rulesets.Mods
}
public bool RestartOnFail => false;
public bool DisplayResultsOnFail => false;
public void ApplyToHealthProcessor(HealthProcessor healthProcessor)
{

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@ -14,7 +14,6 @@ namespace osu.Game.Rulesets.Mods
public virtual bool PerformFail() => true;
public virtual bool RestartOnFail => true;
public virtual bool DisplayResultsOnFail => false;
public void ApplyToHealthProcessor(HealthProcessor healthProcessor)
{

View File

@ -640,7 +640,7 @@ namespace osu.Game.Screens.Play
if (!this.IsCurrentScreen())
return;
if (!ScoreProcessor.HasCompleted.Value && !HealthProcessor.HasFailed)
if (!ScoreProcessor.HasCompleted.Value)
{
completionProgressDelegate?.Cancel();
completionProgressDelegate = null;
@ -653,7 +653,7 @@ namespace osu.Game.Screens.Play
throw new InvalidOperationException($"{nameof(updateCompletionState)} was fired more than once");
// Only show the completion screen if the player hasn't failed
if (HealthProcessor.HasFailed && !Mods.Value.OfType<IApplicableFailOverride>().Any(m => m.DisplayResultsOnFail))
if (HealthProcessor.HasFailed)
return;
ValidForResume = false;
@ -751,12 +751,6 @@ namespace osu.Game.Screens.Play
// Called back when the transform finishes
private void onFailComplete()
{
if (Mods.Value.OfType<IApplicableFailOverride>().Any(m => m.DisplayResultsOnFail))
{
updateCompletionState(true);
return;
}
GameplayClockContainer.Stop();
FailOverlay.Retries = RestartCount;