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Update usages of IsAlive/IsLoaded in line with framework changes

This commit is contained in:
Dean Herbert 2017-08-14 11:03:03 +09:00
parent 384b8c0600
commit 97ac8e1a64
4 changed files with 4 additions and 4 deletions

View File

@ -68,7 +68,7 @@ namespace osu.Desktop.Tests.Visual
while (progressingNotifications.Count(n => n.State == ProgressNotificationState.Active) < 3)
{
var p = progressingNotifications.FirstOrDefault(n => n.IsLoaded && n.State == ProgressNotificationState.Queued);
var p = progressingNotifications.FirstOrDefault(n => n.IsAlive && n.State == ProgressNotificationState.Queued);
if (p == null)
break;

View File

@ -44,7 +44,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
return;
accentColour = value;
if (LoadState == LoadState.Loaded)
if (LoadState == LoadState.Ready)
Schedule(reloadTexture);
}
}

View File

@ -37,7 +37,7 @@ namespace osu.Game.Screens
}
// Make sure the in-progress loading is complete before pushing the screen.
while (screen.LoadState < LoadState.Loaded)
while (screen.LoadState < LoadState.Ready)
Thread.Sleep(1);
base.Push(screen);

View File

@ -108,7 +108,7 @@ namespace osu.Game.Screens.Play
}
}
public override bool HandleInput => receptor?.IsAlive != true;
public override bool HandleInput => receptor == null;
private Receptor receptor;