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Move break overlay to a location it is not affected by gameplay scale

This commit is contained in:
Dean Herbert 2020-03-26 12:50:18 +09:00
parent 2b1245f63a
commit d372ddaadd

View File

@ -293,19 +293,26 @@ namespace osu.Game.Screens.Play
performImmediateExit();
},
},
failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, }
failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, },
new Container
{
Name = "Frame-stable elements",
Clock = DrawableRuleset.FrameStableClock,
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
ScoreProcessor,
HealthProcessor,
BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, DrawableRuleset.GameplayStartTime, ScoreProcessor)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Breaks = working.Beatmap.Breaks
},
}
},
});
DrawableRuleset.Overlays.Add(BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, DrawableRuleset.GameplayStartTime, ScoreProcessor)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Breaks = working.Beatmap.Breaks
});
DrawableRuleset.Overlays.Add(ScoreProcessor);
DrawableRuleset.Overlays.Add(HealthProcessor);
HealthProcessor.IsBreakTime.BindTo(BreakOverlay.IsBreakTime);
}