From d5cce850a8bd035f376912c72ec384ec6e8bd79b Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Tue, 12 Feb 2019 13:29:41 +0900 Subject: [PATCH] Revert some unnecessary complications in logo logic --- osu.Game/Screens/Multi/Match/MatchSubScreen.cs | 15 +++++++++------ osu.Game/Screens/Multi/Multiplayer.cs | 15 ++++++++++----- 2 files changed, 19 insertions(+), 11 deletions(-) diff --git a/osu.Game/Screens/Multi/Match/MatchSubScreen.cs b/osu.Game/Screens/Multi/Match/MatchSubScreen.cs index cd51aea575..d97b32e54a 100644 --- a/osu.Game/Screens/Multi/Match/MatchSubScreen.cs +++ b/osu.Game/Screens/Multi/Match/MatchSubScreen.cs @@ -179,6 +179,15 @@ namespace osu.Game.Screens.Multi.Match CurrentItem.BindValueChanged(currentItemChanged, true); } + public override bool OnExiting(IScreen next) + { + RoomManager?.PartRoom(); + return base.OnExiting(next); + } + + /// + /// Handles propagation of the current playlist item's content to game-wide mechanisms. + /// private void currentItemChanged(PlaylistItem item) { // Retrieve the corresponding local beatmap, since we can't directly use the playlist's beatmap info @@ -190,12 +199,6 @@ namespace osu.Game.Screens.Multi.Match Ruleset.Value = item.Ruleset; } - public override bool OnExiting(IScreen next) - { - RoomManager?.PartRoom(); - return base.OnExiting(next); - } - /// /// Handle the case where a beatmap is imported (and can be used by this match). /// diff --git a/osu.Game/Screens/Multi/Multiplayer.cs b/osu.Game/Screens/Multi/Multiplayer.cs index 1103e781ff..822be0891b 100644 --- a/osu.Game/Screens/Multi/Multiplayer.cs +++ b/osu.Game/Screens/Multi/Multiplayer.cs @@ -184,7 +184,6 @@ namespace osu.Game.Screens.Multi public override void OnEntering(IScreen last) { this.FadeIn(); - waves.Show(); } @@ -201,18 +200,24 @@ namespace osu.Game.Screens.Multi updatePollingRate(isIdle.Value); - // the wave overlay transition takes longer than expected to run. - logo?.AppendAnimatingAction(() => logo.Delay(WaveContainer.DISAPPEAR_DURATION / 2).FadeOut(), false); - + base.OnExiting(next); return false; } + protected override void LogoExiting(OsuLogo logo) + { + base.LogoExiting(logo); + + // the wave overlay transition takes longer than expected to run. + logo.Delay(WaveContainer.DISAPPEAR_DURATION / 2).FadeOut(); + } + public override void OnResuming(IScreen last) { this.FadeIn(250); this.ScaleTo(1, 250, Easing.OutSine); - logo?.AppendAnimatingAction(() => ApplyLogoArrivingDefaults(logo), true); + base.OnResuming(last); updatePollingRate(isIdle.Value); }