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Remove start/stop clock logic

Beatmap track shouldn't be start/stopped anyway - the IAdjustableClock should be DI'd in to perform the functionality.
This commit is contained in:
smoogipoo 2018-04-12 14:06:36 +09:00
parent a2484fbf56
commit 6e35910419

View File

@ -56,13 +56,6 @@ namespace osu.Game.Tests.Visual
{ {
base.Update(); base.Update();
// We don't have any explicit way to start/stop the track, but want a relatively accurate IsRunning state
// The track's IsRunning state is used to determine our clock's IsRunning state
if (osuGame.Beatmap.Value.Track.IsRunning)
Clock.Start();
else
Clock.Stop();
Clock.ProcessFrame(); Clock.ProcessFrame();
} }