Fix player not correctly exiting after an unpause

This commit is contained in:
smoogipoo 2019-09-13 15:41:53 +09:00
parent fd758c77d2
commit cf2f841b4d
2 changed files with 21 additions and 8 deletions

View File

@ -160,6 +160,15 @@ public void TestExitFromPause()
exitAndConfirm();
}
[Test]
public void TestRestartAfterResume()
{
pauseAndConfirm();
resumeAndConfirm();
restart();
confirmExited();
}
private void pauseAndConfirm()
{
pause();
@ -198,6 +207,7 @@ private void confirmExited()
AddUntilStep("player exited", () => !Player.IsCurrentScreen());
}
private void restart() => AddStep("restart", () => Player.Restart());
private void pause() => AddStep("pause", () => Player.Pause());
private void resume() => AddStep("resume", () => Player.Resume());

View File

@ -502,15 +502,18 @@ public override bool OnExiting(IScreen next)
return true;
}
if (pauseCooldownActive && !GameplayClockContainer.IsPaused.Value)
// still want to block if we are within the cooldown period and not already paused.
return true;
if (HasFailed && ValidForResume && !FailOverlay.IsPresent)
// ValidForResume is false when restarting
// ValidForResume is false when restarting
if (ValidForResume)
{
failAnimation.FinishTransforms(true);
return true;
if (pauseCooldownActive && !GameplayClockContainer.IsPaused.Value)
// still want to block if we are within the cooldown period and not already paused.
return true;
if (HasFailed && !FailOverlay.IsPresent)
{
failAnimation.FinishTransforms(true);
return true;
}
}
GameplayClockContainer.ResetLocalAdjustments();