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Refactor overlay activation logic and reword tip.
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@ -190,7 +190,7 @@ namespace osu.Game.Screens.Menu
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{
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{
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"You can press Ctrl-T anywhere in the game to toggle the toolbar!",
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"You can press Ctrl-T anywhere in the game to toggle the toolbar!",
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"You can press Ctrl-O anywhere in the game to access options!",
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"You can press Ctrl-O anywhere in the game to access options!",
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"All settings are dynamic and take effect in real-time. Try changing the skin while playing!",
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"All settings are dynamic and take effect in real-time. Try pausing and changing the skin while playing!",
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"New features are coming online every update. Make sure to stay up-to-date!",
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"New features are coming online every update. Make sure to stay up-to-date!",
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"If you find the UI too large or small, try adjusting UI scale in settings!",
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"If you find the UI too large or small, try adjusting UI scale in settings!",
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"Try adjusting the \"Screen Scaling\" mode to change your gameplay or UI area, even in fullscreen!",
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"Try adjusting the \"Screen Scaling\" mode to change your gameplay or UI area, even in fullscreen!",
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@ -361,10 +361,12 @@ namespace osu.Game.Screens.Play
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private void updateOverlayActivationMode()
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private void updateOverlayActivationMode()
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{
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{
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if (DrawableRuleset.HasReplayLoaded.Value)
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bool canTriggerOverlays = DrawableRuleset.IsPaused.Value || !gameplayOverlaysDisabled.Value;
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if (DrawableRuleset.HasReplayLoaded.Value || canTriggerOverlays)
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OverlayActivationMode.Value = OverlayActivation.UserTriggered;
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OverlayActivationMode.Value = OverlayActivation.UserTriggered;
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else
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else
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OverlayActivationMode.Value = gameplayOverlaysDisabled.Value && !DrawableRuleset.IsPaused.Value ? OverlayActivation.Disabled : OverlayActivation.UserTriggered;
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OverlayActivationMode.Value = OverlayActivation.Disabled;
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}
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}
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private void updatePauseOnFocusLostState() =>
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private void updatePauseOnFocusLostState() =>
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