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Ensure we don't ping-pong nearestBreakIndex between breaks
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@ -136,11 +136,16 @@ namespace osu.Game.Screens.Play
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return;
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return;
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}
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}
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while (nearestBreakIndex < breaks.Count - 1 && Clock.CurrentTime > breaks[nearestBreakIndex].EndTime)
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if (Clock.CurrentTime > breaks[nearestBreakIndex].EndTime)
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nearestBreakIndex++;
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{
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while (nearestBreakIndex < breaks.Count - 1 && Clock.CurrentTime > breaks[nearestBreakIndex].EndTime)
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while (nearestBreakIndex > 0 && Clock.CurrentTime < breaks[nearestBreakIndex].StartTime)
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nearestBreakIndex++;
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nearestBreakIndex--;
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}
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else
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{
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while (nearestBreakIndex > 0 && Clock.CurrentTime < breaks[nearestBreakIndex].StartTime)
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nearestBreakIndex--;
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}
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// This ensures that IsBreakTime is generally consistent with the overlay's transforms during a break.
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// This ensures that IsBreakTime is generally consistent with the overlay's transforms during a break.
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// If the overlay never shows (break.HasEffect is false), IsBreakTime should be false.
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// If the overlay never shows (break.HasEffect is false), IsBreakTime should be false.
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