From 90cae0a69c0f0b595b6e8d500abe00bf2c11ad13 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Sat, 23 Feb 2019 15:48:34 +0900 Subject: [PATCH] Simplify RulesetInputManager further --- osu.Game/Rulesets/UI/RulesetInputManager.cs | 16 +--------------- 1 file changed, 1 insertion(+), 15 deletions(-) diff --git a/osu.Game/Rulesets/UI/RulesetInputManager.cs b/osu.Game/Rulesets/UI/RulesetInputManager.cs index a7afcbe0e0..0065f195fc 100644 --- a/osu.Game/Rulesets/UI/RulesetInputManager.cs +++ b/osu.Game/Rulesets/UI/RulesetInputManager.cs @@ -135,20 +135,11 @@ public override bool UpdateSubTree() { 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 @@ private void updateClock() } } - protected override void Update() - { - // block update from base.UpdateSubTree() - } - #endregion #region Setting application (disables etc.)