Maintain the current gameplay state in OsuGame

This commit is contained in:
Shane Woolcock
2020-10-06 22:39:35 +10:30
parent 782fc1d60f
commit 478f2dec96
5 changed files with 33 additions and 25 deletions

View File

@ -68,6 +68,8 @@ namespace osu.Game.Screens.Play
private readonly Bindable<bool> storyboardReplacesBackground = new Bindable<bool>();
private readonly Bindable<bool> isGameplay = new Bindable<bool>();
public int RestartCount;
[Resolved]
@ -156,7 +158,7 @@ namespace osu.Game.Screens.Play
}
[BackgroundDependencyLoader]
private void load(AudioManager audio, OsuConfigManager config)
private void load(AudioManager audio, OsuConfigManager config, OsuGame game)
{
Mods.Value = base.Mods.Value.Select(m => m.CreateCopy()).ToArray();
@ -172,6 +174,8 @@ namespace osu.Game.Screens.Play
mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
isGameplay.BindTo(game.IsGameplay);
DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value);
ScoreProcessor = ruleset.CreateScoreProcessor();
@ -219,9 +223,9 @@ namespace osu.Game.Screens.Play
skipOverlay.Hide();
}
DrawableRuleset.IsPaused.BindValueChanged(_ => updateOverlayActivationMode());
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateOverlayActivationMode());
breakTracker.IsBreakTime.BindValueChanged(_ => updateOverlayActivationMode());
DrawableRuleset.IsPaused.BindValueChanged(_ => updateGameplayState());
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState());
breakTracker.IsBreakTime.BindValueChanged(_ => updateGameplayState());
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
@ -353,14 +357,11 @@ namespace osu.Game.Screens.Play
HUDOverlay.KeyCounter.IsCounting = !isBreakTime.NewValue;
}
private void updateOverlayActivationMode()
private void updateGameplayState()
{
bool canTriggerOverlays = DrawableRuleset.IsPaused.Value || breakTracker.IsBreakTime.Value;
if (DrawableRuleset.HasReplayLoaded.Value || canTriggerOverlays)
OverlayActivationMode.Value = OverlayActivation.UserTriggered;
else
OverlayActivationMode.Value = OverlayActivation.Disabled;
bool inGameplay = !DrawableRuleset.HasReplayLoaded.Value && !DrawableRuleset.IsPaused.Value && !breakTracker.IsBreakTime.Value;
OverlayActivationMode.Value = inGameplay ? OverlayActivation.Disabled : OverlayActivation.UserTriggered;
isGameplay.Value = inGameplay;
}
private void updatePauseOnFocusLostState() =>
@ -657,7 +658,7 @@ namespace osu.Game.Screens.Play
foreach (var mod in Mods.Value.OfType<IApplicableToTrack>())
mod.ApplyToTrack(musicController.CurrentTrack);
updateOverlayActivationMode();
updateGameplayState();
}
public override void OnSuspending(IScreen next)
@ -693,6 +694,9 @@ namespace osu.Game.Screens.Play
musicController.ResetTrackAdjustments();
// Ensure we reset the IsGameplay state
isGameplay.Value = false;
fadeOut();
return base.OnExiting(next);
}