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Rename scoreCompleted -> checkScoreCompleted to reflect the fact it doesn't always succeed

This commit is contained in:
Dean Herbert 2023-03-31 02:30:04 +09:00
parent 4dd0c2c7a5
commit b25a59fd14

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@ -358,10 +358,10 @@ namespace osu.Game.Screens.Play
ScoreProcessor.RevertResult(r); ScoreProcessor.RevertResult(r);
}; };
DimmableStoryboard.HasStoryboardEnded.ValueChanged += _ => scoreCompleted(); DimmableStoryboard.HasStoryboardEnded.ValueChanged += _ => checkScoreCompleted();
// Bind the judgement processors to ourselves // Bind the judgement processors to ourselves
ScoreProcessor.HasCompleted.BindValueChanged(_ => scoreCompleted()); ScoreProcessor.HasCompleted.BindValueChanged(_ => checkScoreCompleted());
HealthProcessor.Failed += onFail; HealthProcessor.Failed += onFail;
// Provide judgement processors to mods after they're loaded so that they're on the gameplay clock, // Provide judgement processors to mods after they're loaded so that they're on the gameplay clock,
@ -702,7 +702,7 @@ namespace osu.Game.Screens.Play
/// <summary> /// <summary>
/// Handles changes in player state which may progress the completion of gameplay / this screen's lifetime. /// Handles changes in player state which may progress the completion of gameplay / this screen's lifetime.
/// </summary> /// </summary>
private void scoreCompleted() private void checkScoreCompleted()
{ {
// If this player instance is in the middle of an exit, don't attempt any kind of state update. // If this player instance is in the middle of an exit, don't attempt any kind of state update.
if (!this.IsCurrentScreen()) if (!this.IsCurrentScreen())