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mirror of https://github.com/ppy/osu.git synced 2024-12-14 23:05:37 +08:00

Fix win screen being incorrectly displayed after switching matches

This commit is contained in:
Dean Herbert 2019-03-02 16:32:11 +09:00
parent 4c66ebb501
commit 73d266fe10

View File

@ -120,7 +120,12 @@ namespace osu.Game.Tournament.Screens.Gameplay
State.BindTo(ipc.State);
State.BindValueChanged(stateChanged, true);
currentMatch.BindValueChanged(m => warmup.Value = m.NewValue.Team1Score.Value + m.NewValue.Team2Score.Value == 0);
currentMatch.BindValueChanged(m =>
{
warmup.Value = m.NewValue.Team1Score.Value + m.NewValue.Team2Score.Value == 0;
scheduledOperation?.Cancel();
});
currentMatch.BindTo(ladder.CurrentMatch);
warmup.BindValueChanged(w => warmupButton.Alpha = !w.NewValue ? 0.5f : 1, true);
@ -172,12 +177,16 @@ namespace osu.Game.Tournament.Screens.Gameplay
case TourneyState.Idle:
contract();
const float delay_before_progression = 4000;
// if we've returned to idle and the last screen was ranking
// we should automatically proceed after a short delay
if (lastState == TourneyState.Ranking && !warmup.Value)
{
if (currentMatch.Value?.Completed.Value == true)
scheduledOperation = Scheduler.AddDelayed(() => { sceneManager?.SetScreen(typeof(TeamWinScreen)); }, 4000);
scheduledOperation = Scheduler.AddDelayed(() => { sceneManager?.SetScreen(typeof(TeamWinScreen)); }, delay_before_progression);
else if (currentMatch.Value?.Completed.Value == false)
scheduledOperation = Scheduler.AddDelayed(() => { sceneManager?.SetScreen(typeof(MapPoolScreen)); }, 4000);
scheduledOperation = Scheduler.AddDelayed(() => { sceneManager?.SetScreen(typeof(MapPoolScreen)); }, delay_before_progression);
}
break;