Change conditional ordering to allow player to always run its fadeOut sequence.

This commit is contained in:
Dean Herbert 2017-04-18 16:47:30 +09:00
parent 24deaf05b6
commit 2ccb8b154f
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GPG Key ID: 46D71BF4958ABB49
1 changed files with 10 additions and 11 deletions

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@ -315,24 +315,23 @@ protected override void OnEntering(Screen last)
protected override void OnSuspending(Screen next) protected override void OnSuspending(Screen next)
{ {
fadeOut(); fadeOut();
base.OnSuspending(next); base.OnSuspending(next);
} }
protected override bool OnExiting(Screen next) protected override bool OnExiting(Screen next)
{ {
if (HasFailed || !ValidForResume) if (!HasFailed && ValidForResume)
return false;
if (pauseOverlay != null && !HitRenderer.HasReplayLoaded)
{ {
//pause screen override logic. if (pauseOverlay != null && !HitRenderer.HasReplayLoaded)
if (pauseOverlay?.State == Visibility.Hidden && !canPause) return true;
if (!IsPaused) // For if the user presses escape quickly when entering the map
{ {
Pause(); //pause screen override logic.
return true; if (pauseOverlay?.State == Visibility.Hidden && !canPause) return true;
if (!IsPaused) // For if the user presses escape quickly when entering the map
{
Pause();
return true;
}
} }
} }