mirror of
https://github.com/ppy/osu.git
synced 2025-01-14 17:52:56 +08:00
Fix new logic not considering fail overlay correctly
This commit is contained in:
parent
52ebe34347
commit
82cc06ca57
@ -496,12 +496,13 @@ namespace osu.Game.Screens.Play
|
||||
return;
|
||||
}
|
||||
|
||||
bool pauseDialogShown = PauseOverlay.State.Value == Visibility.Visible;
|
||||
bool pauseOrFailDialogVisible =
|
||||
PauseOverlay.State.Value == Visibility.Visible || FailOverlay.State.Value == Visibility.Visible;
|
||||
|
||||
if (showDialogFirst && !pauseDialogShown)
|
||||
if (showDialogFirst && !pauseOrFailDialogVisible)
|
||||
{
|
||||
// if the fail animation is currently in progress, accelerate it (it will show the pause dialog on completion).
|
||||
if (ValidForResume && HasFailed && !FailOverlay.IsPresent)
|
||||
if (ValidForResume && HasFailed)
|
||||
{
|
||||
failAnimation.FinishTransforms(true);
|
||||
return;
|
||||
|
Loading…
Reference in New Issue
Block a user