Reorder code based on depth (and avoid possible conflicts)

This commit is contained in:
Dean Herbert 2017-07-18 10:41:52 +09:00
parent 9c70d03a33
commit ae58e18178

View File

@ -175,11 +175,11 @@ namespace osu.Game
LoadComponentAsync(direct = new DirectOverlay { Depth = -1 }, mainContent.Add);
LoadComponentAsync(social = new SocialOverlay { Depth = -1 }, mainContent.Add);
LoadComponentAsync(chat = new ChatOverlay { Depth = -1 }, mainContent.Add);
LoadComponentAsync(userProfile = new UserProfileOverlay { Depth = -2 }, mainContent.Add);
LoadComponentAsync(settings = new SettingsOverlay { Depth = -1 }, overlayContent.Add);
LoadComponentAsync(userProfile = new UserProfileOverlay { Depth = -2 }, mainContent.Add);
LoadComponentAsync(musicController = new MusicController
{
Depth = -2,
Depth = -3,
Position = new Vector2(0, Toolbar.HEIGHT),
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
@ -187,14 +187,14 @@ namespace osu.Game
LoadComponentAsync(notificationManager = new NotificationManager
{
Depth = -2,
Depth = -3,
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
}, overlayContent.Add);
LoadComponentAsync(dialogOverlay = new DialogOverlay
{
Depth = -4,
Depth = -5,
}, overlayContent.Add);
Logger.NewEntry += entry =>
@ -221,7 +221,7 @@ namespace osu.Game
LoadComponentAsync(Toolbar = new Toolbar
{
Depth = -3,
Depth = -4,
OnHome = delegate { intro?.ChildScreen?.MakeCurrent(); },
}, overlayContent.Add);