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Rename variable to better reflect its purpose
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@ -25,7 +25,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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/// <param name="score">The score containing the player's replay.</param>
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/// <param name="score">The score containing the player's replay.</param>
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/// <param name="spectatorPlayerClock">The clock controlling the gameplay running state.</param>
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/// <param name="spectatorPlayerClock">The clock controlling the gameplay running state.</param>
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public MultiSpectatorPlayer([NotNull] Score score, [NotNull] ISpectatorPlayerClock spectatorPlayerClock)
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public MultiSpectatorPlayer([NotNull] Score score, [NotNull] ISpectatorPlayerClock spectatorPlayerClock)
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: base(score, new PlayerConfiguration { AllowSeeking = false })
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: base(score, new PlayerConfiguration { AllowUserInteraction = false })
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{
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{
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this.spectatorPlayerClock = spectatorPlayerClock;
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this.spectatorPlayerClock = spectatorPlayerClock;
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}
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}
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@ -21,9 +21,9 @@ namespace osu.Game.Screens.Play
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public bool AllowRestart { get; set; } = true;
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public bool AllowRestart { get; set; } = true;
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/// <summary>
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/// <summary>
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/// Whether the player should be allowed to seek in a displayed replay.
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/// Whether the player should be able to interact with this player instance.
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/// </summary>
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/// </summary>
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public bool AllowSeeking { get; set; } = true;
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public bool AllowUserInteraction { get; set; } = true;
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/// <summary>
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/// <summary>
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/// Whether the player should be allowed to skip intros/outros, advancing to the start of gameplay or the end of a storyboard.
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/// Whether the player should be allowed to skip intros/outros, advancing to the start of gameplay or the end of a storyboard.
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@ -119,7 +119,7 @@ namespace osu.Game.Screens.Play
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if (drawableRuleset != null)
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if (drawableRuleset != null)
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{
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{
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if (player?.Configuration.AllowSeeking == true)
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if (player?.Configuration.AllowUserInteraction == true)
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((IBindable<bool>)AllowSeeking).BindTo(drawableRuleset.HasReplayLoaded);
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((IBindable<bool>)AllowSeeking).BindTo(drawableRuleset.HasReplayLoaded);
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referenceClock = drawableRuleset.FrameStableClock;
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referenceClock = drawableRuleset.FrameStableClock;
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