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Remove HidesResumeOverlay and set ResumeOverlay to null in OsuModAutopilot

This commit is contained in:
Pasi4K5 2023-01-24 00:49:09 +01:00
parent 75a1a2ec2f
commit 8b47af6503
3 changed files with 4 additions and 8 deletions

View File

@ -23,7 +23,6 @@ namespace osu.Game.Rulesets.Osu.Mods
public override ModType Type => ModType.Automation;
public override LocalisableString Description => @"Automatic cursor movement - just follow the rhythm.";
public override double ScoreMultiplier => 0.1;
public override bool HidesResumeOverlay => true;
public override Type[] IncompatibleMods => new[] { typeof(OsuModSpunOut), typeof(ModRelax), typeof(ModFailCondition), typeof(ModNoFail), typeof(ModAutoplay), typeof(OsuModMagnetised), typeof(OsuModRepel) };
public bool PerformFail() => false;
@ -55,6 +54,8 @@ namespace osu.Game.Rulesets.Osu.Mods
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
drawableRuleset.ResumeOverlay = null;
// Grab the input manager to disable the user's cursor, and for future use
inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
inputManager.AllowUserCursorMovement = false;

View File

@ -107,9 +107,6 @@ namespace osu.Game.Rulesets.Mods
[JsonIgnore]
public virtual bool RequiresConfiguration => false;
[JsonIgnore]
public virtual bool HidesResumeOverlay => false;
/// <summary>
/// The mods this mod cannot be enabled with.
/// </summary>

View File

@ -230,9 +230,7 @@ namespace osu.Game.Rulesets.UI
public override void RequestResume(Action continueResume)
{
if (ResumeOverlay != null
&& (Cursor == null || (Cursor.LastFrameState == Visibility.Visible && Contains(Cursor.ActiveCursor.ScreenSpaceDrawQuad.Centre)))
&& Mods.All(mod => !mod.HidesResumeOverlay))
if (ResumeOverlay != null && (Cursor == null || (Cursor.LastFrameState == Visibility.Visible && Contains(Cursor.ActiveCursor.ScreenSpaceDrawQuad.Centre))))
{
ResumeOverlay.GameplayCursor = Cursor;
ResumeOverlay.ResumeAction = continueResume;
@ -507,7 +505,7 @@ namespace osu.Game.Rulesets.UI
/// <summary>
/// An optional overlay used when resuming gameplay from a paused state.
/// </summary>
public ResumeOverlay ResumeOverlay { get; protected set; }
public ResumeOverlay ResumeOverlay { get; set; }
/// <summary>
/// Returns first available <see cref="HitWindows"/> provided by a <see cref="HitObject"/>.