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Merge 8f7d2752c0
into be05f2a1c2
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commit
f7f6a6aaba
@ -83,6 +83,11 @@ namespace osu.Game.Screens.Play
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/// </summary>
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protected virtual bool PauseOnFocusLost => true;
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/// <summary>
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/// Whether to show the fail overlay (with buttons to retry / exit) on failing.
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/// </summary>
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protected virtual bool ShowFailOverlay => true;
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public Action<bool> RestartRequested;
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private bool isRestarting;
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@ -1009,6 +1014,9 @@ namespace osu.Game.Screens.Play
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/// </summary>
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private void onFailComplete()
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{
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if (!ShowFailOverlay)
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return;
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GameplayClockContainer.Stop();
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FailOverlay.Retries = RestartCount;
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@ -11,6 +11,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Input.Bindings;
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@ -34,6 +35,8 @@ namespace osu.Game.Screens.Play
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protected override UserActivity InitialActivity => new UserActivity.WatchingReplay(Score.ScoreInfo);
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protected override bool ShowFailOverlay => false;
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// Disallow replays from failing. (see https://github.com/ppy/osu/issues/6108)
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protected override bool CheckModsAllowFailure()
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{
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@ -157,6 +160,20 @@ namespace osu.Game.Screens.Play
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Seek(target);
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}
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protected override void OnFail()
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{
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// Replays will always show the results screen on failing.
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Scheduler.AddDelayed(() =>
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{
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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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ValidForResume = false;
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this.Push(CreateResults(Score.ScoreInfo));
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}, RESULTS_DISPLAY_DELAY);
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}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
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}
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