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Rename scoreCompleted
-> checkScoreCompleted
to reflect the fact it doesn't always succeed
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parent
4dd0c2c7a5
commit
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@ -358,10 +358,10 @@ namespace osu.Game.Screens.Play
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ScoreProcessor.RevertResult(r);
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ScoreProcessor.RevertResult(r);
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};
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};
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DimmableStoryboard.HasStoryboardEnded.ValueChanged += _ => scoreCompleted();
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DimmableStoryboard.HasStoryboardEnded.ValueChanged += _ => checkScoreCompleted();
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// Bind the judgement processors to ourselves
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// Bind the judgement processors to ourselves
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ScoreProcessor.HasCompleted.BindValueChanged(_ => scoreCompleted());
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ScoreProcessor.HasCompleted.BindValueChanged(_ => checkScoreCompleted());
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HealthProcessor.Failed += onFail;
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HealthProcessor.Failed += onFail;
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// Provide judgement processors to mods after they're loaded so that they're on the gameplay clock,
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// Provide judgement processors to mods after they're loaded so that they're on the gameplay clock,
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@ -702,7 +702,7 @@ namespace osu.Game.Screens.Play
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/// <summary>
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/// <summary>
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/// Handles changes in player state which may progress the completion of gameplay / this screen's lifetime.
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/// Handles changes in player state which may progress the completion of gameplay / this screen's lifetime.
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/// </summary>
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/// </summary>
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private void scoreCompleted()
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private void checkScoreCompleted()
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{
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{
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// If this player instance is in the middle of an exit, don't attempt any kind of state update.
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// If this player instance is in the middle of an exit, don't attempt any kind of state update.
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if (!this.IsCurrentScreen())
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if (!this.IsCurrentScreen())
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