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Rename FailAnimation
to FailAnimationContainer
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parent
7c7771afca
commit
e5207167c8
@ -27,10 +27,10 @@ using osuTK.Graphics;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// Manage the animation to be applied when a player fails.
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/// Manage the animation to be applied when a player fails. Applies the animation to children.
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/// Single use and automatically disposed after use.
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/// </summary>
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public partial class FailAnimation : Container
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public partial class FailAnimationContainer : Container
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{
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public Action? OnComplete;
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@ -66,7 +66,7 @@ namespace osu.Game.Screens.Play
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/// </summary>
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public BackgroundScreen? Background { private get; set; }
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public FailAnimation(DrawableRuleset drawableRuleset)
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public FailAnimationContainer(DrawableRuleset drawableRuleset)
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{
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this.drawableRuleset = drawableRuleset;
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@ -257,7 +257,7 @@ namespace osu.Game.Screens.Play
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rulesetSkinProvider.AddRange(new Drawable[]
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{
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failAnimationLayer = new FailAnimation(DrawableRuleset)
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failAnimationContainer = new FailAnimationContainer(DrawableRuleset)
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{
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OnComplete = onFailComplete,
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Children = new[]
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@ -310,7 +310,7 @@ namespace osu.Game.Screens.Play
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// add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components.
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// also give the overlays the ruleset skin provider to allow rulesets to potentially override HUD elements (used to disable combo counters etc.)
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// we may want to limit this in the future to disallow rulesets from outright replacing elements the user expects to be there.
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failAnimationLayer.Add(createOverlayComponents(Beatmap.Value));
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failAnimationContainer.Add(createOverlayComponents(Beatmap.Value));
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if (!DrawableRuleset.AllowGameplayOverlays)
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{
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@ -587,7 +587,7 @@ namespace osu.Game.Screens.Play
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// if the fail animation is currently in progress, accelerate it (it will show the pause dialog on completion).
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if (ValidForResume && GameplayState.HasFailed)
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{
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failAnimationLayer.FinishTransforms(true);
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failAnimationContainer.FinishTransforms(true);
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return;
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}
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@ -888,7 +888,7 @@ namespace osu.Game.Screens.Play
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protected FailOverlay FailOverlay { get; private set; }
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private FailAnimation failAnimationLayer;
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private FailAnimationContainer failAnimationContainer;
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private bool onFail()
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{
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@ -913,7 +913,7 @@ namespace osu.Game.Screens.Play
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if (PauseOverlay.State.Value == Visibility.Visible)
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PauseOverlay.Hide();
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failAnimationLayer.Start();
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failAnimationContainer.Start();
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if (GameplayState.Mods.OfType<IApplicableFailOverride>().Any(m => m.RestartOnFail))
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Restart(true);
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@ -1044,7 +1044,7 @@ namespace osu.Game.Screens.Play
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b.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
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failAnimationLayer.Background = b;
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failAnimationContainer.Background = b;
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});
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HUDOverlay.IsPlaying.BindTo(localUserPlaying);
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@ -1099,7 +1099,7 @@ namespace osu.Game.Screens.Play
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screenSuspension?.RemoveAndDisposeImmediately();
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// Eagerly clean these up as disposal of child components is asynchronous and may leave sounds playing beyond user expectations.
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failAnimationLayer?.Stop();
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failAnimationContainer?.Stop();
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PauseOverlay?.StopAllSamples();
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if (LoadedBeatmapSuccessfully)
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