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Remove HidesResumeOverlay
and set ResumeOverlay
to null
in OsuModAutopilot
This commit is contained in:
parent
75a1a2ec2f
commit
8b47af6503
@ -23,7 +23,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override ModType Type => ModType.Automation;
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public override LocalisableString Description => @"Automatic cursor movement - just follow the rhythm.";
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public override double ScoreMultiplier => 0.1;
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public override bool HidesResumeOverlay => true;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModSpunOut), typeof(ModRelax), typeof(ModFailCondition), typeof(ModNoFail), typeof(ModAutoplay), typeof(OsuModMagnetised), typeof(OsuModRepel) };
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public bool PerformFail() => false;
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@ -55,6 +54,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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drawableRuleset.ResumeOverlay = null;
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// Grab the input manager to disable the user's cursor, and for future use
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inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
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inputManager.AllowUserCursorMovement = false;
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@ -107,9 +107,6 @@ namespace osu.Game.Rulesets.Mods
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[JsonIgnore]
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public virtual bool RequiresConfiguration => false;
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[JsonIgnore]
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public virtual bool HidesResumeOverlay => false;
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/// <summary>
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/// The mods this mod cannot be enabled with.
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/// </summary>
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@ -230,9 +230,7 @@ namespace osu.Game.Rulesets.UI
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public override void RequestResume(Action continueResume)
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{
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if (ResumeOverlay != null
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&& (Cursor == null || (Cursor.LastFrameState == Visibility.Visible && Contains(Cursor.ActiveCursor.ScreenSpaceDrawQuad.Centre)))
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&& Mods.All(mod => !mod.HidesResumeOverlay))
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if (ResumeOverlay != null && (Cursor == null || (Cursor.LastFrameState == Visibility.Visible && Contains(Cursor.ActiveCursor.ScreenSpaceDrawQuad.Centre))))
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{
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ResumeOverlay.GameplayCursor = Cursor;
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ResumeOverlay.ResumeAction = continueResume;
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@ -507,7 +505,7 @@ namespace osu.Game.Rulesets.UI
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/// <summary>
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/// An optional overlay used when resuming gameplay from a paused state.
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/// </summary>
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public ResumeOverlay ResumeOverlay { get; protected set; }
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public ResumeOverlay ResumeOverlay { get; set; }
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/// <summary>
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/// Returns first available <see cref="HitWindows"/> provided by a <see cref="HitObject"/>.
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