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Apply same comment & reworded condition to suspend too
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741ee84ed6
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@ -133,7 +133,7 @@ namespace osu.Game.Screens.OnlinePlay
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Debug.Assert(screenStack.CurrentScreen != null);
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Debug.Assert(screenStack.CurrentScreen != null);
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// if a subscreen was pushed to the nested stack while this screen was not present, this path will proxy `OnResuming()`
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// if a subscreen was pushed to the nested stack while the stack was not present, this path will proxy `OnResuming()`
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// to the subscreen before `OnEntering()` can even be called for the subscreen, breaking ordering expectations.
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// to the subscreen before `OnEntering()` can even be called for the subscreen, breaking ordering expectations.
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// to work around this, do not proxy resume to screens that haven't loaded yet.
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// to work around this, do not proxy resume to screens that haven't loaded yet.
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if ((screenStack.CurrentScreen as Drawable)?.IsLoaded == true)
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if ((screenStack.CurrentScreen as Drawable)?.IsLoaded == true)
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@ -149,7 +149,10 @@ namespace osu.Game.Screens.OnlinePlay
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Debug.Assert(screenStack.CurrentScreen != null);
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Debug.Assert(screenStack.CurrentScreen != null);
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if (screenStack.CurrentScreen.IsCurrentScreen())
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// if a subscreen was pushed to the nested stack while the stack was not present, this path will proxy `OnSuspending()`
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// to the subscreen before `OnEntering()` can even be called for the subscreen, breaking ordering expectations.
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// to work around this, do not proxy suspend to screens that haven't loaded yet.
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if ((screenStack.CurrentScreen as Drawable)?.IsLoaded == true)
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screenStack.CurrentScreen.OnSuspending(e);
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screenStack.CurrentScreen.OnSuspending(e);
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}
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}
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