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Remove dead code which was only there for the exit-specific scenario
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@ -572,18 +572,6 @@ namespace osu.Game.Screens.Play
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/// <returns>Whether this call resulted in a final exit.</returns>
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protected bool PerformExit(bool showDialogFirst)
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{
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// there is a chance that an exit request occurs after the transition to results has already started.
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// even in such a case, the user has shown intent, so forcefully return to this screen (to proceed with the upwards exit process).
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if (!this.IsCurrentScreen())
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{
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ValidForResume = false;
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// in the potential case that this instance has already been exited, this is required to avoid a crash.
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if (this.GetChildScreen() != null)
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this.MakeCurrent();
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return true;
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}
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bool pauseOrFailDialogVisible =
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PauseOverlay.State.Value == Visibility.Visible || FailOverlay.State.Value == Visibility.Visible;
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@ -617,11 +605,16 @@ namespace osu.Game.Screens.Play
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// import current score if possible.
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prepareAndImportScoreAsync();
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// The actual exit is performed if
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// - the pause / fail dialog was not requested
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// - the pause / fail dialog was requested but is already displayed (user showing intention to exit).
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// - the pause / fail dialog was requested but couldn't be displayed due to the type or state of this Player instance.
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this.Exit();
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// Screen may not be current if a restart has been performed.
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if (this.IsCurrentScreen())
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{
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// The actual exit is performed if
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// - the pause / fail dialog was not requested
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// - the pause / fail dialog was requested but is already displayed (user showing intention to exit).
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// - the pause / fail dialog was requested but couldn't be displayed due to the type or state of this Player instance.
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this.Exit();
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}
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return true;
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}
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@ -741,9 +734,6 @@ namespace osu.Game.Screens.Play
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// is no chance that a user could return to the (already completed) Player instance from a child screen.
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ValidForResume = false;
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if (!Configuration.ShowResults)
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return;
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bool storyboardStillRunning = DimmableStoryboard.ContentDisplayed && !DimmableStoryboard.HasStoryboardEnded.Value;
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// If the current beatmap has a storyboard, this method will be called again on storyboard completion.
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@ -766,10 +756,16 @@ namespace osu.Game.Screens.Play
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/// <param name="withDelay">Whether a minimum delay (<see cref="RESULTS_DISPLAY_DELAY"/>) should be added before the screen is displayed.</param>
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private void progressToResults(bool withDelay)
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{
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resultsDisplayDelegate?.Cancel();
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if (!Configuration.ShowResults)
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return;
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// Setting this early in the process means that even if something were to go wrong in the order of events following, there
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// is no chance that a user could return to the (already completed) Player instance from a child screen.
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ValidForResume = false;
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double delay = withDelay ? RESULTS_DISPLAY_DELAY : 0;
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resultsDisplayDelegate?.Cancel();
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resultsDisplayDelegate = new ScheduledDelegate(() =>
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{
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if (prepareScoreForDisplayTask == null)
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@ -414,6 +414,8 @@ namespace osu.Game.Screens.Play
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quickRestart = quickRestartRequested;
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hideOverlays = true;
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ValidForResume = true;
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this.MakeCurrent();
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}
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private void contentIn()
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