Fix new logic not considering fail overlay correctly

This commit is contained in:
Dean Herbert
2021-02-19 17:26:54 +09:00
parent 52ebe34347
commit 82cc06ca57

View File

@ -496,12 +496,13 @@ namespace osu.Game.Screens.Play
return; return;
} }
bool pauseDialogShown = PauseOverlay.State.Value == Visibility.Visible; bool pauseOrFailDialogVisible =
PauseOverlay.State.Value == Visibility.Visible || FailOverlay.State.Value == Visibility.Visible;
if (showDialogFirst && !pauseDialogShown) if (showDialogFirst && !pauseOrFailDialogVisible)
{ {
// if the fail animation is currently in progress, accelerate it (it will show the pause dialog on completion). // if the fail animation is currently in progress, accelerate it (it will show the pause dialog on completion).
if (ValidForResume && HasFailed && !FailOverlay.IsPresent) if (ValidForResume && HasFailed)
{ {
failAnimation.FinishTransforms(true); failAnimation.FinishTransforms(true);
return; return;