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Remove unnecessary hide/show logic.

Also change the way the overlay appears when actually playing.
This commit is contained in:
Dean Herbert 2017-05-05 13:14:44 +09:00
parent b547dd6893
commit 9c4f813da1
2 changed files with 4 additions and 18 deletions

View File

@ -19,23 +19,6 @@ namespace osu.Game.Screens.Play.HUD
{
private readonly Bindable<IEnumerable<Mod>> mods = new Bindable<IEnumerable<Mod>>();
private bool showMods;
public bool ShowMods
{
get
{
return showMods;
}
set
{
showMods = value;
if (!showMods)
Hide();
else
Show();
}
}
public Bindable<IEnumerable<Mod>> Current => mods;
private readonly FillFlowContainer<ModIcon> iconsContainer;

View File

@ -169,7 +169,6 @@ namespace osu.Game.Screens.Play
hudOverlay.Progress.AllowSeeking = HitRenderer.HasReplayLoaded;
hudOverlay.Progress.OnSeek = pos => decoupledClock.Seek(pos);
hudOverlay.ModDisplay.ShowMods = HitRenderer.HasReplayLoaded;
hudOverlay.ModDisplay.Current.BindTo(Beatmap.Mods);
//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
@ -357,6 +356,10 @@ namespace osu.Game.Screens.Play
hitRendererContainer.Alpha = 0;
hitRendererContainer.FadeIn(750, EasingTypes.OutQuint);
if (!HitRenderer.HasReplayLoaded)
using (hudOverlay.ModDisplay.BeginDelayedSequence(2000))
hudOverlay.ModDisplay.FadeOut(200);
}
protected override void OnSuspending(Screen next)