Reverted back Player.cs changes.

This commit is contained in:
RORIdev 2019-04-03 19:20:20 -03:00
parent ebaaaef4d6
commit 5aa284781e
2 changed files with 7 additions and 4 deletions

View File

@ -11,7 +11,7 @@ namespace osu.Game.Rulesets.Mods
{ {
public abstract class ModEasy : Mod, IApplicableToDifficulty, IApplicableToScoreProcessor public abstract class ModEasy : Mod, IApplicableToDifficulty, IApplicableToScoreProcessor
{ {
public static int Lives = 2; public int Lives = 2;
public override string Name => "Easy"; public override string Name => "Easy";
public override string Acronym => "EZ"; public override string Acronym => "EZ";
public override IconUsage Icon => OsuIcon.ModEasy; public override IconUsage Icon => OsuIcon.ModEasy;
@ -31,7 +31,8 @@ public void ApplyToDifficulty(BeatmapDifficulty difficulty)
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor) public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
{ {
scoreProcessor.Health.ValueChanged += valueChanged =>{ scoreProcessor.Health.ValueChanged += valueChanged =>
{
if (scoreProcessor.Health.Value == 0) if (scoreProcessor.Health.Value == 0)
{ {
if (Lives != 0) if (Lives != 0)

View File

@ -51,8 +51,6 @@ public class Player : ScreenWithBeatmapBackground
public int RestartCount; public int RestartCount;
public int Lives = 2;
[Resolved] [Resolved]
private ScoreManager scoreManager { get; set; } private ScoreManager scoreManager { get; set; }
@ -329,13 +327,17 @@ private bool onFail()
{ {
if (Beatmap.Value.Mods.Value.OfType<IApplicableFailOverride>().Any(m => !m.AllowFail)) if (Beatmap.Value.Mods.Value.OfType<IApplicableFailOverride>().Any(m => !m.AllowFail))
return false; return false;
GameplayClockContainer.Stop(); GameplayClockContainer.Stop();
HasFailed = true; HasFailed = true;
// There is a chance that we could be in a paused state as the ruleset's internal clock (see FrameStabilityContainer) // There is a chance that we could be in a paused state as the ruleset's internal clock (see FrameStabilityContainer)
// could process an extra frame after the GameplayClock is stopped. // could process an extra frame after the GameplayClock is stopped.
// In such cases we want the fail state to precede a user triggered pause. // In such cases we want the fail state to precede a user triggered pause.
if (PauseOverlay.State == Visibility.Visible) if (PauseOverlay.State == Visibility.Visible)
PauseOverlay.Hide(); PauseOverlay.Hide();
FailOverlay.Retries = RestartCount; FailOverlay.Retries = RestartCount;
FailOverlay.Show(); FailOverlay.Show();
return true; return true;