Make CheckFailed not actually trigger internal things, and make private.

This commit is contained in:
smoogipooo
2017-03-17 01:36:30 +09:00
parent 52c1cd407c
commit 2394e7ff78
2 changed files with 24 additions and 31 deletions

View File

@ -239,14 +239,9 @@ namespace osu.Game.Screens.Play
private void onCompletion()
{
// Force a final check to see if the player has failed
// Some game modes (e.g. taiko) fail at the end of the map
if (scoreProcessor.CheckFailed())
{
// If failed, onFail will be invoked which will push a new screen.
// Let's not push the completion screen in this case
// Only show the completion screen if the player hasn't failed
if (scoreProcessor.HasFailed)
return;
}
Delay(1000);
Schedule(delegate