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mirror of https://github.com/ppy/osu.git synced 2024-11-06 06:17:23 +08:00

Revert some unnecessary complications in logo logic

This commit is contained in:
Dean Herbert 2019-02-12 13:29:41 +09:00
parent 272584eb79
commit d5cce850a8
2 changed files with 19 additions and 11 deletions

View File

@ -179,6 +179,15 @@ namespace osu.Game.Screens.Multi.Match
CurrentItem.BindValueChanged(currentItemChanged, true);
}
public override bool OnExiting(IScreen next)
{
RoomManager?.PartRoom();
return base.OnExiting(next);
}
/// <summary>
/// Handles propagation of the current playlist item's content to game-wide mechanisms.
/// </summary>
private void currentItemChanged(PlaylistItem item)
{
// Retrieve the corresponding local beatmap, since we can't directly use the playlist's beatmap info
@ -190,12 +199,6 @@ namespace osu.Game.Screens.Multi.Match
Ruleset.Value = item.Ruleset;
}
public override bool OnExiting(IScreen next)
{
RoomManager?.PartRoom();
return base.OnExiting(next);
}
/// <summary>
/// Handle the case where a beatmap is imported (and can be used by this match).
/// </summary>

View File

@ -184,7 +184,6 @@ namespace osu.Game.Screens.Multi
public override void OnEntering(IScreen last)
{
this.FadeIn();
waves.Show();
}
@ -201,18 +200,24 @@ namespace osu.Game.Screens.Multi
updatePollingRate(isIdle.Value);
// the wave overlay transition takes longer than expected to run.
logo?.AppendAnimatingAction(() => logo.Delay(WaveContainer.DISAPPEAR_DURATION / 2).FadeOut(), false);
base.OnExiting(next);
return false;
}
protected override void LogoExiting(OsuLogo logo)
{
base.LogoExiting(logo);
// the wave overlay transition takes longer than expected to run.
logo.Delay(WaveContainer.DISAPPEAR_DURATION / 2).FadeOut();
}
public override void OnResuming(IScreen last)
{
this.FadeIn(250);
this.ScaleTo(1, 250, Easing.OutSine);
logo?.AppendAnimatingAction(() => ApplyLogoArrivingDefaults(logo), true);
base.OnResuming(last);
updatePollingRate(isIdle.Value);
}