Simplify RulesetInputManager further

This commit is contained in:
Dean Herbert 2019-02-23 15:48:34 +09:00
parent 6d3c0e3191
commit 90cae0a69c

View File

@ -135,20 +135,11 @@ namespace osu.Game.Rulesets.UI
{
updateClock();
//if (Clock.ElapsedFrameTime > sixty_frame_time)
if (validState)
{
base.UpdateSubTree();
UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat);
}
// When handling replay input, we need to consider the possibility of fast-forwarding, which may cause the clock to be updated
// to a point very far into the future, then playing a frame at that time. In such a case, lifetime MUST be updated before
// input is handled. This is why base.Update is not called from the derived Update when handling replay input, and is instead
// called manually at the correct time here.
base.Update();
base.UpdateSubTree();
UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat);
}
return true;
@ -203,11 +194,6 @@ namespace osu.Game.Rulesets.UI
}
}
protected override void Update()
{
// block update from base.UpdateSubTree()
}
#endregion
#region Setting application (disables etc.)