diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index 9bc784411a..7721d5b912 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -780,19 +780,11 @@ namespace osu.Game.Screens.Play /// /// /// A final display will only occur once all work is completed in . This means that even after calling this method, the results screen will never be shown until ScoreProcessor.HasCompleted becomes . - /// - /// Calling this method multiple times will have no effect. /// /// Whether a minimum delay () should be added before the screen is displayed. private void progressToResults(bool withDelay) { - if (resultsDisplayDelegate != null) - // Note that if progressToResults is called one withDelay=true and then withDelay=false, this no-delay timing will not be - // accounted for. shouldn't be a huge concern (a user pressing the skip button after a results progression has already been queued - // may take x00 more milliseconds than expected in the very rare edge case). - // - // If required we can handle this more correctly by rescheduling here. - return; + resultsDisplayDelegate?.Cancel(); double delay = withDelay ? RESULTS_DISPLAY_DELAY : 0;