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Merge branch 'master' into game-overlay-activation-mode
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@ -52,6 +52,9 @@ namespace osu.Game.Screens.Play
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protected override OverlayActivation InitialOverlayActivationMode => OverlayActivation.UserTriggered;
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// We are managing our own adjustments (see OnEntering/OnExiting).
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public override bool AllowRateAdjustments => false;
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/// <summary>
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/// Whether gameplay should pause when the game window focus is lost.
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/// </summary>
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@ -77,6 +80,9 @@ namespace osu.Game.Screens.Play
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[Resolved]
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private IAPIProvider api { get; set; }
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[Resolved]
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private MusicController musicController { get; set; }
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private SampleChannel sampleRestart;
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public BreakOverlay BreakOverlay;
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@ -178,7 +184,7 @@ namespace osu.Game.Screens.Play
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if (!ScoreProcessor.Mode.Disabled)
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config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
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InternalChild = GameplayClockContainer = new GameplayClockContainer(Beatmap.Value, Mods.Value, DrawableRuleset.GameplayStartTime);
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InternalChild = GameplayClockContainer = new GameplayClockContainer(Beatmap.Value, DrawableRuleset.GameplayStartTime);
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AddInternal(gameplayBeatmap = new GameplayBeatmap(playableBeatmap));
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AddInternal(screenSuspension = new ScreenSuspensionHandler(GameplayClockContainer));
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@ -627,6 +633,13 @@ namespace osu.Game.Screens.Play
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foreach (var mod in Mods.Value.OfType<IApplicableToHUD>())
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mod.ApplyToHUD(HUDOverlay);
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// Our mods are local copies of the global mods so they need to be re-applied to the track.
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// This is done through the music controller (for now), because resetting speed adjustments on the beatmap track also removes adjustments provided by DrawableTrack.
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// Todo: In the future, player will receive in a track and will probably not have to worry about this...
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musicController.ResetTrackAdjustments();
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foreach (var mod in Mods.Value.OfType<IApplicableToTrack>())
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mod.ApplyToTrack(musicController.CurrentTrack);
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}
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public override void OnSuspending(IScreen next)
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@ -660,6 +673,8 @@ namespace osu.Game.Screens.Play
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// as we are no longer the current screen, we cannot guarantee the track is still usable.
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GameplayClockContainer?.StopUsingBeatmapClock();
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musicController.ResetTrackAdjustments();
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fadeOut();
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return base.OnExiting(next);
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}
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