Merge pull request #4534 from peppy/gameplay-paused-no-update

Don't update gameplay loop while paused
This commit is contained in:
Dan Balasescu 2019-03-29 11:00:59 +09:00 committed by GitHub
commit bf61f35870
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 9 additions and 1 deletions

View File

@ -36,7 +36,10 @@ public FrameStabilityContainer()
private void load(GameplayClock clock)
{
if (clock != null)
{
parentGameplayClock = clock;
gameplayClock.IsPaused.BindTo(clock.IsPaused);
}
}
protected override void LoadComplete()
@ -68,7 +71,7 @@ protected override void LoadComplete()
public override bool UpdateSubTree()
{
requireMoreUpdateLoops = true;
validState = true;
validState = !gameplayClock.IsPaused.Value;
int loops = 0;

View File

@ -1,6 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Bindables;
using osu.Framework.Timing;
namespace osu.Game.Screens.Play
@ -17,6 +18,8 @@ public class GameplayClock : IFrameBasedClock
{
private readonly IFrameBasedClock underlyingClock;
public readonly BindableBool IsPaused = new BindableBool();
public GameplayClock(IFrameBasedClock underlyingClock)
{
this.underlyingClock = underlyingClock;

View File

@ -79,6 +79,8 @@ public GameplayClockContainer(WorkingBeatmap beatmap, bool allowLeadIn, double g
// the clock to be exposed via DI to children.
GameplayClock = new GameplayClock(offsetClock);
GameplayClock.IsPaused.BindTo(IsPaused);
}
[BackgroundDependencyLoader]