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mirror of https://github.com/ppy/osu.git synced 2024-11-11 18:27:26 +08:00

Moved pause overlay action setting to the initialiser in Player, moved pause overlay displaying be handled in OnExiting instead of OnKeyDown, removed clockWasStarted and used sourceClock.IsRunning instead

This commit is contained in:
DrabWeb 2017-01-31 20:28:50 -04:00
parent 91a5d0b3cf
commit bcd41a2c8f

View File

@ -55,8 +55,6 @@ namespace osu.Game.Screens.Play
private double pauseCooldown = 1000;
private double lastPauseActionTime = 0;
private bool clockWasStarted = false;
private IAdjustableClock sourceClock;
private Ruleset ruleset;
@ -116,17 +114,16 @@ namespace osu.Game.Screens.Play
scoreOverlay = ruleset.CreateScoreOverlay();
scoreOverlay.BindProcessor(scoreProcessor = ruleset.CreateScoreProcessor(beatmap.HitObjects.Count));
pauseOverlay = new PauseOverlay { Depth = -1 };
pauseOverlay.OnResume = delegate
pauseOverlay = new PauseOverlay
{
Delay(400);
Schedule(() =>
{
Resume();
});
Depth = -1,
OnResume = delegate {
Delay(400);
Schedule(Resume);
},
OnRetry = Restart,
OnQuit = Exit
};
pauseOverlay.OnRetry = Restart;
pauseOverlay.OnQuit = Exit;
hitRenderer = ruleset.CreateHitRendererWith(beatmap.HitObjects);
@ -199,14 +196,12 @@ namespace osu.Game.Screens.Play
newPlayer.Preload(Game, delegate
{
newPlayer.RestartCount = RestartCount + 1;
Exit();
ValidForResume = false;
if (!(last?.Push(newPlayer) ?? false))
if (!Push(newPlayer))
{
// Error(?)
}
Dispose();
});
}
@ -222,7 +217,6 @@ namespace osu.Game.Screens.Play
Schedule(() =>
{
sourceClock.Start();
clockWasStarted = true;
});
}
@ -252,8 +246,6 @@ namespace osu.Game.Screens.Play
});
}
private GameMode last;
protected override void OnEntering(GameMode last)
{
base.OnEntering(last);
@ -263,30 +255,21 @@ namespace osu.Game.Screens.Play
Content.Alpha = 0;
dimLevel.ValueChanged += dimChanged;
this.last = last;
}
protected override bool OnExiting(GameMode next)
{
dimLevel.ValueChanged -= dimChanged;
Background?.FadeTo(1f, 200);
return base.OnExiting(next);
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
switch (args.Key)
if (!IsPaused && sourceClock.IsRunning) // For if the user presses escape quickly when entering the map
{
case Key.Escape:
if (!IsPaused && clockWasStarted) // For if the user presses escape quickly when entering the map
{
Pause();
return true;
}
break;
Pause();
return true;
}
else
{
dimLevel.ValueChanged -= dimChanged;
Background?.FadeTo(1f, 200);
return base.OnExiting(next);
}
return base.OnKeyDown(state, args);
}
private void dimChanged(object sender, EventArgs e)