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Extended the length of replay at the end of map
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@ -613,6 +613,8 @@ namespace osu.Game.Screens.Play
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// if an exit has been requested, cancel any pending completion (the user has shown intention to exit).
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resultsDisplayDelegate?.Cancel();
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beginScoreImport();
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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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@ -735,14 +737,9 @@ 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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// Ensure we are not writing to the replay any more, as we are about to consume and store the score.
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DrawableRuleset.SetRecordTarget(null);
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if (!Configuration.ShowResults)
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return;
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prepareScoreForDisplayTask ??= Task.Run(prepareAndImportScore);
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bool storyboardHasOutro = DimmableStoryboard.ContentDisplayed && !DimmableStoryboard.HasStoryboardEnded.Value;
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if (storyboardHasOutro)
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@ -756,6 +753,56 @@ namespace osu.Game.Screens.Play
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progressToResults(true);
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}
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/// <summary>
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/// Queue the results screen for display.
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/// </summary>
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/// <remarks>
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/// A final display will only occur once all work is completed in <see cref="PrepareScoreForResultsAsync"/>. This means that even after calling this method, the results screen will never be shown until <see cref="JudgementProcessor.HasCompleted">ScoreProcessor.HasCompleted</see> becomes <see langword="true"/>.
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/// </remarks>
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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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double delay = withDelay ? RESULTS_DISPLAY_DELAY : 0;
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resultsDisplayDelegate = new ScheduledDelegate(() =>
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{
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if (prepareScoreForDisplayTask == null)
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{
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beginScoreImport();
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return;
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}
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if (!prepareScoreForDisplayTask.IsCompleted)
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// If the asynchronous preparation has not completed, keep repeating this delegate.
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return;
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resultsDisplayDelegate?.Cancel();
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if (!this.IsCurrentScreen())
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// This player instance may already be in the process of exiting.
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return;
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this.Push(CreateResults(prepareScoreForDisplayTask.GetResultSafely()));
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}, Time.Current + delay, 50);
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Scheduler.Add(resultsDisplayDelegate);
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}
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private void beginScoreImport()
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{
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// We do not want to import the score in cases where we don't show results
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bool canShowResults = Configuration.ShowResults && ScoreProcessor.HasCompleted.Value && GameplayState.HasPassed;
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if (!canShowResults)
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return;
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// Ensure we are not writing to the replay any more, as we are about to consume and store the score.
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DrawableRuleset.SetRecordTarget(null);
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prepareScoreForDisplayTask ??= Task.Run(prepareAndImportScore);
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}
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/// <summary>
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/// Asynchronously run score preparation operations (database import, online submission etc.).
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/// </summary>
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@ -785,37 +832,6 @@ namespace osu.Game.Screens.Play
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return scoreCopy.ScoreInfo;
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}
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/// <summary>
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/// Queue the results screen for display.
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/// </summary>
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/// <remarks>
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/// A final display will only occur once all work is completed in <see cref="PrepareScoreForResultsAsync"/>. This means that even after calling this method, the results screen will never be shown until <see cref="JudgementProcessor.HasCompleted">ScoreProcessor.HasCompleted</see> becomes <see langword="true"/>.
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/// </remarks>
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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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double delay = withDelay ? RESULTS_DISPLAY_DELAY : 0;
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resultsDisplayDelegate = new ScheduledDelegate(() =>
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{
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if (prepareScoreForDisplayTask?.IsCompleted != true)
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// If the asynchronous preparation has not completed, keep repeating this delegate.
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return;
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resultsDisplayDelegate?.Cancel();
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if (!this.IsCurrentScreen())
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// This player instance may already be in the process of exiting.
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return;
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this.Push(CreateResults(prepareScoreForDisplayTask.GetResultSafely()));
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}, Time.Current + delay, 50);
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Scheduler.Add(resultsDisplayDelegate);
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}
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protected override bool OnScroll(ScrollEvent e)
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{
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// During pause, allow global volume adjust regardless of settings.
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