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Move retry and exit hotkey overlays to same depth / container
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parent
e9f50179ab
commit
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@ -246,16 +246,37 @@ namespace osu.Game.Screens.Play
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{
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OnRetry = Restart,
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OnQuit = () => PerformExit(true),
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}
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},
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new HotkeyExitOverlay
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{
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Action = () =>
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{
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if (!this.IsCurrentScreen()) return;
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fadeOut(true);
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PerformExit(false);
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},
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},
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});
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if (Configuration.AllowRestart)
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{
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rulesetSkinProvider.Add(new HotkeyRetryOverlay
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{
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Action = () =>
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{
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if (!this.IsCurrentScreen()) return;
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fadeOut(true);
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Restart();
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},
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});
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}
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// add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components.
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// also give the overlays the ruleset skin provider to allow rulesets to potentially override HUD elements (used to disable combo counters etc.)
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// we may want to limit this in the future to disallow rulesets from outright replacing elements the user expects to be there.
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failAnimationLayer.AddRange(new[]
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{
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createOverlayComponents(Beatmap.Value),
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});
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failAnimationLayer.Add(createOverlayComponents(Beatmap.Value));
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if (!DrawableRuleset.AllowGameplayOverlays)
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{
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@ -356,16 +377,6 @@ namespace osu.Game.Screens.Play
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RelativeSizeAxes = Axes.Both,
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Children = new[]
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{
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new HotkeyExitOverlay
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{
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Action = () =>
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{
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if (!this.IsCurrentScreen()) return;
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fadeOut(true);
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PerformExit(false);
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},
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},
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DimmableStoryboard.OverlayLayerContainer.CreateProxy(),
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BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
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{
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@ -419,20 +430,6 @@ namespace osu.Game.Screens.Play
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if (GameplayClockContainer is MasterGameplayClockContainer master)
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HUDOverlay.PlayerSettingsOverlay.PlaybackSettings.UserPlaybackRate.BindTarget = master.UserPlaybackRate;
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if (Configuration.AllowRestart)
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{
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container.Add(new HotkeyRetryOverlay
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{
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Action = () =>
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{
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if (!this.IsCurrentScreen()) return;
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fadeOut(true);
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Restart();
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},
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});
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}
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return container;
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}
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