private bool onFail() { if (!CheckModsAllowFailure()) { return(false); } 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.Value == Visibility.Visible) { PauseOverlay.Hide(); } failAnimation.Start(); if (Mods.Value.OfType <IApplicableFailOverride>().Any(m => m.RestartOnFail)) { Restart(); } return(true); }
public void Resume() { lastPauseActionTime = Time.Current; hudOverlay.KeyCounter.IsCounting = true; hudOverlay.Progress.Hide(); pauseOverlay.Hide(); decoupledClock.Start(); }
public void Resume() { lastPauseActionTime = Time.Current; hudOverlay.KeyCounter.IsCounting = true; pauseOverlay.Hide(); sourceClock.Start(); IsPaused = false; }
public void Resume() { lastPauseActionTime = Time.Current; playerInputManager.PassThrough = false; scoreOverlay.KeyCounter.IsCounting = true; pauseOverlay.Hide(); sourceClock.Start(); isPaused = false; }
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); }