Refactor overlay activation logic and reword tip.

This commit is contained in:
Lucas A
2020-08-05 11:21:09 +02:00
parent 30c7a6f6a7
commit 71895964f4
2 changed files with 5 additions and 3 deletions

View File

@ -361,10 +361,12 @@ namespace osu.Game.Screens.Play
private void updateOverlayActivationMode()
{
if (DrawableRuleset.HasReplayLoaded.Value)
bool canTriggerOverlays = DrawableRuleset.IsPaused.Value || !gameplayOverlaysDisabled.Value;
if (DrawableRuleset.HasReplayLoaded.Value || canTriggerOverlays)
OverlayActivationMode.Value = OverlayActivation.UserTriggered;
else
OverlayActivationMode.Value = gameplayOverlaysDisabled.Value && !DrawableRuleset.IsPaused.Value ? OverlayActivation.Disabled : OverlayActivation.UserTriggered;
OverlayActivationMode.Value = OverlayActivation.Disabled;
}
private void updatePauseOnFocusLostState() =>