mirror of https://github.com/ppy/osu
Reverted back Player.cs changes.
This commit is contained in:
parent
ebaaaef4d6
commit
5aa284781e
|
@ -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)
|
||||||
|
|
|
@ -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;
|
||||||
|
|
Loading…
Reference in New Issue