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Update fail logic to match

This commit is contained in:
Dean Herbert 2019-10-04 11:23:42 +08:00
parent a7d7a28d34
commit 71985c7ef1

View File

@ -299,6 +299,12 @@ namespace osu.Game.Screens.Play
{ {
if (!this.IsCurrentScreen()) return; if (!this.IsCurrentScreen()) return;
if (HasFailed && !FailOverlay.IsPresent)
{
failAnimation.FinishTransforms(true);
return;
}
if (canPause) if (canPause)
Pause(); Pause();
else else
@ -517,12 +523,6 @@ namespace osu.Game.Screens.Play
if (pauseCooldownActive && !GameplayClockContainer.IsPaused.Value) if (pauseCooldownActive && !GameplayClockContainer.IsPaused.Value)
// still want to block if we are within the cooldown period and not already paused. // still want to block if we are within the cooldown period and not already paused.
return true; return true;
if (HasFailed && !FailOverlay.IsPresent)
{
failAnimation.FinishTransforms(true);
return true;
}
} }
GameplayClockContainer.ResetLocalAdjustments(); GameplayClockContainer.ResetLocalAdjustments();