Fix backgrounds not correctly handling initial async load

This commit is contained in:
Dean Herbert
2019-03-12 00:05:05 +09:00
parent 81d9e391f4
commit e9ab329e93
2 changed files with 38 additions and 30 deletions

View File

@ -36,28 +36,34 @@ namespace osu.Game.Screens.Backgrounds
beatmap = value;
Schedule(() =>
{
LoadComponentAsync(new BeatmapBackground(beatmap), b => Schedule(() =>
{
float newDepth = 0;
if (Background != null)
{
newDepth = Background.Depth + 1;
Background.FinishTransforms();
Background.FadeOut(250);
Background.Expire();
}
b.Depth = newDepth;
fadeContainer.Add(Background = b);
Background.BlurSigma = BlurTarget;
StoryboardReplacesBackground.BindTo(fadeContainer.StoryboardReplacesBackground);
}));
});
Schedule(() => { LoadComponentAsync(new BeatmapBackground(beatmap), b => Schedule(() => backgroundLoaded(b))); });
}
}
private void backgroundLoaded(BeatmapBackground b)
{
float newDepth = 0;
if (Background != null)
{
newDepth = Background.Depth + 1;
Background.FinishTransforms();
Background.FadeOut(250);
Background.Expire();
}
b.Depth = newDepth;
fadeContainer.Add(Background = b);
Background.BlurSigma = BlurTarget;
StoryboardReplacesBackground.BindTo(fadeContainer.StoryboardReplacesBackground);
}
[BackgroundDependencyLoader]
private void load()
{
if (beatmap != null)
backgroundLoaded(new BeatmapBackground(beatmap));
}
public BackgroundScreenBeatmap(WorkingBeatmap beatmap = null)
{
Beatmap = beatmap;