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Rename GameplayState
to SpectatorGameplayState
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@ -43,7 +43,7 @@ namespace osu.Game.Screens.Spectate
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private readonly IBindableDictionary<int, SpectatorState> playingUserStates = new BindableDictionary<int, SpectatorState>();
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private readonly Dictionary<int, User> userMap = new Dictionary<int, User>();
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private readonly Dictionary<int, GameplayState> gameplayStates = new Dictionary<int, GameplayState>();
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private readonly Dictionary<int, SpectatorGameplayState> gameplayStates = new Dictionary<int, SpectatorGameplayState>();
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private IBindable<WeakReference<BeatmapSetInfo>> managerUpdated;
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@ -173,7 +173,7 @@ namespace osu.Game.Screens.Spectate
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Replay = new Replay { HasReceivedAllFrames = false },
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};
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var gameplayState = new GameplayState(score, resolvedRuleset, beatmaps.GetWorkingBeatmap(resolvedBeatmap));
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var gameplayState = new SpectatorGameplayState(score, resolvedRuleset, beatmaps.GetWorkingBeatmap(resolvedBeatmap));
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gameplayStates[userId] = gameplayState;
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Schedule(() => StartGameplay(userId, gameplayState));
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@ -190,8 +190,8 @@ namespace osu.Game.Screens.Spectate
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/// Starts gameplay for a user.
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/// </summary>
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/// <param name="userId">The user to start gameplay for.</param>
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/// <param name="gameplayState">The gameplay state.</param>
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protected abstract void StartGameplay(int userId, [NotNull] GameplayState gameplayState);
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/// <param name="spectatorGameplayState">The gameplay state.</param>
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protected abstract void StartGameplay(int userId, [NotNull] SpectatorGameplayState spectatorGameplayState);
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/// <summary>
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/// Ends gameplay for a user.
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