mirror of
https://github.com/ppy/osu.git
synced 2024-11-07 11:07:32 +08:00
Merge pull request #4534 from peppy/gameplay-paused-no-update
Don't update gameplay loop while paused
This commit is contained in:
commit
bf61f35870
@ -36,7 +36,10 @@ namespace osu.Game.Rulesets.UI
|
||||
private void load(GameplayClock clock)
|
||||
{
|
||||
if (clock != null)
|
||||
{
|
||||
parentGameplayClock = clock;
|
||||
gameplayClock.IsPaused.BindTo(clock.IsPaused);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
@ -68,7 +71,7 @@ namespace osu.Game.Rulesets.UI
|
||||
public override bool UpdateSubTree()
|
||||
{
|
||||
requireMoreUpdateLoops = true;
|
||||
validState = true;
|
||||
validState = !gameplayClock.IsPaused.Value;
|
||||
|
||||
int loops = 0;
|
||||
|
||||
|
@ -1,6 +1,7 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Timing;
|
||||
|
||||
namespace osu.Game.Screens.Play
|
||||
@ -17,6 +18,8 @@ namespace osu.Game.Screens.Play
|
||||
{
|
||||
private readonly IFrameBasedClock underlyingClock;
|
||||
|
||||
public readonly BindableBool IsPaused = new BindableBool();
|
||||
|
||||
public GameplayClock(IFrameBasedClock underlyingClock)
|
||||
{
|
||||
this.underlyingClock = underlyingClock;
|
||||
|
@ -79,6 +79,8 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
// the clock to be exposed via DI to children.
|
||||
GameplayClock = new GameplayClock(offsetClock);
|
||||
|
||||
GameplayClock.IsPaused.BindTo(IsPaused);
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
|
Loading…
Reference in New Issue
Block a user