diff --git a/osu.Game.Tests/Beatmaps/Formats/LegacyStoryboardDecoderTest.cs b/osu.Game.Tests/Beatmaps/Formats/LegacyStoryboardDecoderTest.cs index b36597a949..7bee580863 100644 --- a/osu.Game.Tests/Beatmaps/Formats/LegacyStoryboardDecoderTest.cs +++ b/osu.Game.Tests/Beatmaps/Formats/LegacyStoryboardDecoderTest.cs @@ -111,7 +111,7 @@ namespace osu.Game.Tests.Beatmaps.Formats Assert.AreEqual(1500, background.Elements[0].StartTime); Assert.AreEqual(1000, background.Elements[1].StartTime); - Assert.AreEqual(1000, storyboard.FirstEventTime); + Assert.AreEqual(1000, storyboard.EarliestEventTime); } } diff --git a/osu.Game/Screens/Play/GameplayClockContainer.cs b/osu.Game/Screens/Play/GameplayClockContainer.cs index 0248432917..ddbb087962 100644 --- a/osu.Game/Screens/Play/GameplayClockContainer.cs +++ b/osu.Game/Screens/Play/GameplayClockContainer.cs @@ -131,7 +131,9 @@ namespace osu.Game.Screens.Play // if a storyboard is present, it may dictate the appropriate start time by having events in negative time space. // this is commonly used to display an intro before the audio track start. - startTime = Math.Min(startTime, beatmap.Storyboard.FirstEventTime); + double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime; + if (firstStoryboardEvent != null) + startTime = Math.Min(startTime, firstStoryboardEvent.Value); // some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available. // this is not available as an option in the live editor but can still be applied via .osu editing. diff --git a/osu.Game/Storyboards/Storyboard.cs b/osu.Game/Storyboards/Storyboard.cs index e0d18eab00..d4ba18d394 100644 --- a/osu.Game/Storyboards/Storyboard.cs +++ b/osu.Game/Storyboards/Storyboard.cs @@ -4,6 +4,7 @@ using System; using System.Collections.Generic; using System.Linq; +using Microsoft.EntityFrameworkCore.Internal; using osu.Framework.Graphics; using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Textures; @@ -27,7 +28,14 @@ namespace osu.Game.Storyboards public bool HasDrawable => Layers.Any(l => l.Elements.Any(e => e.IsDrawable)); - public double FirstEventTime => Layers.Min(l => l.Elements.FirstOrDefault()?.StartTime ?? 0); + /// + /// Across all layers, find the earliest point in time that a storyboard element exists at. + /// Will return null if there are no elements. + /// + /// + /// This iterates all elements and as such should be used sparingly or stored locally. + /// + public double? EarliestEventTime => Layers.SelectMany(l => l.Elements).OrderBy(e => e.StartTime).FirstOrDefault()?.StartTime; /// /// Depth of the currently front-most storyboard layer, excluding the overlay layer.