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Use IntervalList<double> for tracking break periods
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@ -52,7 +52,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddStep($"seek to break {breakIndex}", () => Player.GameplayClockContainer.Seek(destBreak().StartTime));
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AddUntilStep("wait for seek to complete", () => Player.HUDOverlay.Progress.ReferenceClock.CurrentTime >= destBreak().StartTime);
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BreakPeriod destBreak() => Player.ChildrenOfType<BreakTracker>().First().Breaks.ElementAt(breakIndex);
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BreakPeriod destBreak() => Beatmap.Value.Beatmap.Breaks.ElementAt(breakIndex);
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}
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}
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}
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@ -97,8 +97,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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loadBreaksStep("multiple breaks", testBreaks);
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seekAndAssertBreak("seek to break start", testBreaks[1].StartTime, true);
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AddAssert("is skipped to break #2", () => breakTracker.CurrentBreakIndex == 1);
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seekAndAssertBreak("seek to break middle", testBreaks[1].StartTime + testBreaks[1].Duration / 2, true);
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seekAndAssertBreak("seek to break end", testBreaks[1].EndTime, false);
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seekAndAssertBreak("seek to break after end", testBreaks[1].EndTime + 500, false);
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@ -174,8 +172,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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private readonly ManualClock manualClock;
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private IFrameBasedClock originalClock;
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public new int CurrentBreakIndex => base.CurrentBreakIndex;
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public double ManualClockTime
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{
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get => manualClock.CurrentTime;
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