Move break overlay to a location it is not affected by gameplay scale

This commit is contained in:
Dean Herbert
2020-03-26 12:50:18 +09:00
parent 2b1245f63a
commit d372ddaadd

View File

@ -293,19 +293,26 @@ namespace osu.Game.Screens.Play
performImmediateExit(); performImmediateExit();
}, },
}, },
failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, } failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, },
}); new Container
{
DrawableRuleset.Overlays.Add(BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, DrawableRuleset.GameplayStartTime, ScoreProcessor) Name = "Frame-stable elements",
Clock = DrawableRuleset.FrameStableClock,
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
ScoreProcessor,
HealthProcessor,
BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, DrawableRuleset.GameplayStartTime, ScoreProcessor)
{ {
Anchor = Anchor.Centre, Anchor = Anchor.Centre,
Origin = Anchor.Centre, Origin = Anchor.Centre,
Breaks = working.Beatmap.Breaks Breaks = working.Beatmap.Breaks
},
}
},
}); });
DrawableRuleset.Overlays.Add(ScoreProcessor);
DrawableRuleset.Overlays.Add(HealthProcessor);
HealthProcessor.IsBreakTime.BindTo(BreakOverlay.IsBreakTime); HealthProcessor.IsBreakTime.BindTo(BreakOverlay.IsBreakTime);
} }