Refactor pause logic so GameplayClockContainer is in control

This commit is contained in:
Dean Herbert
2019-03-16 14:20:10 +09:00
parent 15dd132c92
commit 465c95e952
3 changed files with 33 additions and 27 deletions

View File

@ -118,11 +118,16 @@ namespace osu.Game.Screens.Play
// This accounts for the audio clock source potentially taking time to enter a completely stopped state
adjustableClock.Seek(adjustableClock.CurrentTime);
adjustableClock.Start();
IsPaused.Value = false;
}
public void Seek(double time) => adjustableClock.Seek(time);
public void Stop() => adjustableClock.Stop();
public void Stop()
{
adjustableClock.Stop();
IsPaused.Value = true;
}
public void ResetLocalAdjustments()
{