Exemple #1
0
        // Called back when the transform finishes
        private void onFailComplete()
        {
            GameplayClockContainer.Stop();

            FailOverlay.Retries = RestartCount;
            FailOverlay.Show();
        }
Exemple #2
0
        private void onFail()
        {
            decoupledClock.Stop();

            HasFailed           = true;
            failOverlay.Retries = RestartCount;
            failOverlay.Show();
        }
Exemple #3
0
        private void onFail()
        {
            sourceClock.Stop();

            Delay(500);

            HasFailed           = true;
            failOverlay.Retries = RestartCount;
            failOverlay.Show();
        }
Exemple #4
0
        private bool onFail()
        {
            if (Beatmap.Value.Mods.Value.Any(m => !m.AllowFail))
            {
                return(false);
            }

            decoupledClock.Stop();

            HasFailed           = true;
            failOverlay.Retries = RestartCount;
            failOverlay.Show();
            return(true);
        }
Exemple #5
0
        private bool onFail()
        {
            if (Beatmap.Value.Mods.Value.OfType <IApplicableFailOverride>().Any(m => !m.AllowFail))
            {
                return(false);
            }

            adjustableClock.Stop();

            HasFailed           = true;
            failOverlay.Retries = RestartCount;
            failOverlay.Show();
            return(true);
        }
Exemple #6
0
        private bool onFail()
        {
            if (Mods.Value.OfType <IApplicableFailOverride>().Any(m => !m.AllowFail))
            {
                return(false);
            }

            GameplayClockContainer.Stop();

            HasFailed = true;

            // 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.
            // In such cases we want the fail state to precede a user triggered pause.
            if (PauseOverlay.State == Visibility.Visible)
            {
                PauseOverlay.Hide();
            }

            FailOverlay.Retries = RestartCount;
            FailOverlay.Show();
            return(true);
        }