diff --git a/osu.Game/Screens/Play/FailAnimation.cs b/osu.Game/Screens/Play/FailAnimationContainer.cs
similarity index 97%
rename from osu.Game/Screens/Play/FailAnimation.cs
rename to osu.Game/Screens/Play/FailAnimationContainer.cs
index 57bdad079eee..821c67e3cba5 100644
--- a/osu.Game/Screens/Play/FailAnimation.cs
+++ b/osu.Game/Screens/Play/FailAnimationContainer.cs
@@ -27,10 +27,10 @@
namespace osu.Game.Screens.Play
{
///
- /// Manage the animation to be applied when a player fails.
+ /// Manage the animation to be applied when a player fails. Applies the animation to children.
/// Single use and automatically disposed after use.
///
- public partial class FailAnimation : Container
+ public partial class FailAnimationContainer : Container
{
public Action? OnComplete;
@@ -66,7 +66,7 @@ public partial class FailAnimation : Container
///
public BackgroundScreen? Background { private get; set; }
- public FailAnimation(DrawableRuleset drawableRuleset)
+ public FailAnimationContainer(DrawableRuleset drawableRuleset)
{
this.drawableRuleset = drawableRuleset;
diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs
index 60806a73c5ed..ac9ce11cb536 100644
--- a/osu.Game/Screens/Play/Player.cs
+++ b/osu.Game/Screens/Play/Player.cs
@@ -257,7 +257,7 @@ private void load(OsuConfigManager config, OsuGameBase game, CancellationToken c
rulesetSkinProvider.AddRange(new Drawable[]
{
- failAnimationLayer = new FailAnimation(DrawableRuleset)
+ failAnimationContainer = new FailAnimationContainer(DrawableRuleset)
{
OnComplete = onFailComplete,
Children = new[]
@@ -310,7 +310,7 @@ private void load(OsuConfigManager config, OsuGameBase game, CancellationToken c
// add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components.
// also give the overlays the ruleset skin provider to allow rulesets to potentially override HUD elements (used to disable combo counters etc.)
// we may want to limit this in the future to disallow rulesets from outright replacing elements the user expects to be there.
- failAnimationLayer.Add(createOverlayComponents(Beatmap.Value));
+ failAnimationContainer.Add(createOverlayComponents(Beatmap.Value));
if (!DrawableRuleset.AllowGameplayOverlays)
{
@@ -587,7 +587,7 @@ protected void PerformExit(bool showDialogFirst)
// if the fail animation is currently in progress, accelerate it (it will show the pause dialog on completion).
if (ValidForResume && GameplayState.HasFailed)
{
- failAnimationLayer.FinishTransforms(true);
+ failAnimationContainer.FinishTransforms(true);
return;
}
@@ -888,7 +888,7 @@ private void updateLeaderboardExpandedState() =>
protected FailOverlay FailOverlay { get; private set; }
- private FailAnimation failAnimationLayer;
+ private FailAnimationContainer failAnimationContainer;
private bool onFail()
{
@@ -913,7 +913,7 @@ private bool onFail()
if (PauseOverlay.State.Value == Visibility.Visible)
PauseOverlay.Hide();
- failAnimationLayer.Start();
+ failAnimationContainer.Start();
if (GameplayState.Mods.OfType().Any(m => m.RestartOnFail))
Restart(true);
@@ -1044,7 +1044,7 @@ public override void OnEntering(ScreenTransitionEvent e)
b.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
- failAnimationLayer.Background = b;
+ failAnimationContainer.Background = b;
});
HUDOverlay.IsPlaying.BindTo(localUserPlaying);
@@ -1099,7 +1099,7 @@ public override bool OnExiting(ScreenExitEvent e)
screenSuspension?.RemoveAndDisposeImmediately();
// Eagerly clean these up as disposal of child components is asynchronous and may leave sounds playing beyond user expectations.
- failAnimationLayer?.Stop();
+ failAnimationContainer?.Stop();
PauseOverlay?.StopAllSamples();
if (LoadedBeatmapSuccessfully)