Tidy up clock logic using DI and a GameplayClock

This commit is contained in:
Dean Herbert
2019-03-05 13:26:54 +09:00
parent 7c54e67b6e
commit 01f1018d02
11 changed files with 127 additions and 83 deletions

View File

@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
@ -40,13 +41,7 @@ namespace osu.Game.Screens.Play
private readonly BreakInfo info;
private readonly BreakArrows breakArrows;
public BreakOverlay(bool letterboxing, ScoreProcessor scoreProcessor)
: this(letterboxing)
{
bindProcessor(scoreProcessor);
}
public BreakOverlay(bool letterboxing)
public BreakOverlay(bool letterboxing, ScoreProcessor scoreProcessor = null)
{
RelativeSizeAxes = Axes.Both;
Child = fadeContainer = new Container
@ -98,6 +93,14 @@ namespace osu.Game.Screens.Play
}
}
};
if (scoreProcessor != null) bindProcessor(scoreProcessor);
}
[BackgroundDependencyLoader(true)]
private void load(GameplayClock clock)
{
if (clock != null) Clock = clock;
}
protected override void LoadComplete()