Fix Reset() potentially not resetting to the intended start position

This commit is contained in:
smoogipoo
2021-04-20 13:01:42 +09:00
parent acbf4580a4
commit a92ae8ce76
2 changed files with 16 additions and 9 deletions

View File

@ -47,6 +47,9 @@ namespace osu.Game.Screens.Play
private readonly BindableDouble pauseFreqAdjust = new BindableDouble(1);
protected override double StartOffset => startOffset;
private double startOffset;
private readonly WorkingBeatmap beatmap;
private readonly double gameplayStartTime;
private readonly bool startAtGameplayStart;
@ -74,27 +77,23 @@ namespace osu.Game.Screens.Play
userAudioOffset.BindValueChanged(offset => userOffsetClock.Offset = offset.NewValue, true);
// sane default provided by ruleset.
double startTime = gameplayStartTime;
startOffset = gameplayStartTime;
if (!startAtGameplayStart)
{
startTime = Math.Min(0, startTime);
startOffset = Math.Min(0, startOffset);
// 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.
double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
if (firstStoryboardEvent != null)
startTime = Math.Min(startTime, firstStoryboardEvent.Value);
startOffset = Math.Min(startOffset, 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.
if (beatmap.BeatmapInfo.AudioLeadIn > 0)
startTime = Math.Min(startTime, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
startOffset = Math.Min(startOffset, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
}
Seek(startTime);
AdjustableSource.ProcessFrame();
}
protected override void OnIsPausedChanged(ValueChangedEvent<bool> isPaused)