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Restructure UseResumeOverlay to correctly handle a value change before BDL load

This commit is contained in:
Dean Herbert 2023-02-14 15:11:33 +09:00
parent 9e04a36d86
commit 63f3498762

View File

@ -194,13 +194,16 @@ namespace osu.Game.Rulesets.UI
Audio = audioContainer;
if ((ResumeOverlay = CreateResumeOverlay()) != null)
if (UseResumeOverlay)
{
UseResumeOverlay = true;
AddInternal(CreateInputManager()
.WithChild(CreatePlayfieldAdjustmentContainer()
.WithChild(ResumeOverlay)));
if ((ResumeOverlay = CreateResumeOverlay()) == null)
UseResumeOverlay = false;
else
{
AddInternal(CreateInputManager()
.WithChild(CreatePlayfieldAdjustmentContainer()
.WithChild(ResumeOverlay)));
}
}
applyRulesetMods(Mods, config);
@ -512,8 +515,8 @@ namespace osu.Game.Rulesets.UI
/// <summary>
/// Whether the <see cref="ResumeOverlay"/> should be used to return the user's cursor position to its previous location after a pause.
/// </summary>
/// <remarks>Defaults to <c>true</c> if a ruleset returns a non-null overlay via <see cref="CreateResumeOverlay"/>.</remarks>
public bool UseResumeOverlay { get; set; }
/// <remarks>Defaults to <c>true</c>, but will become <c>false</c> if the ruleset fails to return a non-null overlay via <see cref="CreateResumeOverlay"/>.</remarks>
public bool UseResumeOverlay { get; set; } = true;
/// <summary>
/// Returns first available <see cref="HitWindows"/> provided by a <see cref="HitObject"/>.