Use OsuGame.OverlayActivationMode rather than per-Player

This commit is contained in:
Shane Woolcock
2020-10-06 20:11:48 +10:30
parent 1877312a91
commit 782fc1d60f
3 changed files with 7 additions and 20 deletions

View File

@ -18,7 +18,6 @@ using osu.Framework.Threading;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics.Containers;
using osu.Game.Input;
using osu.Game.IO.Archives;
using osu.Game.Online.API;
using osu.Game.Overlays;
@ -67,9 +66,6 @@ namespace osu.Game.Screens.Play
private Bindable<bool> mouseWheelDisabled;
[Resolved(CanBeNull = true)]
private ConfineMouseTracker confineMouseTracker { get; set; }
private readonly Bindable<bool> storyboardReplacesBackground = new Bindable<bool>();
public int RestartCount;
@ -229,8 +225,6 @@ namespace osu.Game.Screens.Play
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
confineMouseTracker?.OverlayActivationMode.BindTo(OverlayActivationMode);
// bind clock into components that require it
DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);