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Stop ``BPMCounter.cs``'s value from going to 0 after failing.

This commit is contained in:
mk56-spn 2023-02-03 23:56:34 +01:00
parent 2b2d5d460b
commit d9bee958dd

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@ -26,6 +26,9 @@ namespace osu.Game.Screens.Play.HUD
[Resolved] [Resolved]
private IGameplayClock gameplayClock { get; set; } = null!; private IGameplayClock gameplayClock { get; set; } = null!;
[Resolved]
private Player player { get; set; } = null!;
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(OsuColour colour) private void load(OsuColour colour)
{ {
@ -38,7 +41,7 @@ namespace osu.Game.Screens.Play.HUD
base.Update(); base.Update();
//We don't want it going to 0 when we pause. so we block the updates //We don't want it going to 0 when we pause. so we block the updates
if (gameplayClock.IsPaused.Value) return; if (gameplayClock.IsPaused.Value || player.GameplayState.HasFailed) return;
// We want to check Rate every update to cover windup/down // We want to check Rate every update to cover windup/down
Current.Value = beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(gameplayClock.CurrentTime).BPM * gameplayClock.Rate; Current.Value = beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(gameplayClock.CurrentTime).BPM * gameplayClock.Rate;