Made PauseButton more visually responsive, added force option to Player.Pause, added very basic implementation of the progress bar

This commit is contained in:
DrabWeb
2017-01-28 16:55:42 -04:00
parent feba3f35ba
commit 582599a8de
5 changed files with 187 additions and 19 deletions

View File

@ -104,9 +104,9 @@ namespace osu.Game.Screens.Play
scoreOverlay = ruleset.CreateScoreOverlay();
scoreOverlay.BindProcessor(scoreProcessor = ruleset.CreateScoreProcessor(beatmap.HitObjects.Count));
pauseOverlay = new PauseOverlay();
pauseOverlay = new PauseOverlay { Depth = -1 };
pauseOverlay.OnResume = Resume;
//pauseOverlay.OnRetry = Retry; Add when retrying is implemented
pauseOverlay.OnRetry = Restart;
pauseOverlay.OnQuit = Exit;
hitRenderer = ruleset.CreateHitRendererWith(beatmap.HitObjects);
@ -137,9 +137,9 @@ namespace osu.Game.Screens.Play
};
}
public void Pause()
public void Pause(bool force = false)
{
if (Time.Current >= (lastActionTime + pauseCooldown))
if (Time.Current >= (lastActionTime + pauseCooldown) || force)
{
lastActionTime = Time.Current;
isPaused = true;
@ -165,7 +165,12 @@ namespace osu.Game.Screens.Play
public void TogglePaused()
{
isPaused = !isPaused;
(isPaused ? (Action)Pause : Resume)?.Invoke();
if (isPaused) Pause(); else Resume();
}
public void Restart()
{
// TODO: Implement retrying
}
protected override void LoadComplete()