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Use lookup direction than 2 while loops
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parent
a08d54eb06
commit
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@ -31,7 +31,9 @@ namespace osu.Game.Screens.Play
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set
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set
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{
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{
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breaks = value;
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breaks = value;
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nearestBreakIndex = 0;
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// reset index in case the new breaks list is smaller than last one
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currentBreakIndex = 0;
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initializeBreaks();
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initializeBreaks();
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}
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}
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@ -44,7 +46,7 @@ namespace osu.Game.Screens.Play
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/// </summary>
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/// </summary>
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public IBindable<bool> IsBreakTime => isBreakTime;
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public IBindable<bool> IsBreakTime => isBreakTime;
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private int nearestBreakIndex;
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private int currentBreakIndex;
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private readonly BindableBool isBreakTime = new BindableBool();
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private readonly BindableBool isBreakTime = new BindableBool();
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private readonly Container remainingTimeAdjustmentBox;
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private readonly Container remainingTimeAdjustmentBox;
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@ -133,20 +135,31 @@ namespace osu.Game.Screens.Play
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if (breaks == null || !breaks.Any())
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if (breaks == null || !breaks.Any())
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{
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{
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isBreakTime.Value = false;
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isBreakTime.Value = false;
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currentBreakIndex = 0;
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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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var lastIndex = currentBreakIndex;
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nearestBreakIndex++;
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var lookupDirection = Clock.CurrentTime > breaks[lastIndex].EndTime ? 1 : (Clock.CurrentTime < breaks[lastIndex].StartTime ? -1 : 0);
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while (nearestBreakIndex > 0 && Clock.CurrentTime < breaks[nearestBreakIndex].StartTime)
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while (Clock.CurrentTime < breaks[currentBreakIndex].StartTime || Clock.CurrentTime > breaks[currentBreakIndex].EndTime)
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nearestBreakIndex--;
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{
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currentBreakIndex += lookupDirection;
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// restore index if out of bounds
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if (currentBreakIndex < 0 || currentBreakIndex >= breaks.Count)
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{
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isBreakTime.Value = false;
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currentBreakIndex = lastIndex;
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return;
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}
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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 current break doesn't have effects, IsBreakTime should be false.
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// We also assume that the overlay's fade out transform is "not break time".
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// We also assume that the overlay's fade out transform is "not break time".
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var nearestBreak = breaks[nearestBreakIndex];
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var currentBreak = breaks[currentBreakIndex];
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isBreakTime.Value = nearestBreak.HasEffect && Clock.CurrentTime >= nearestBreak.StartTime && Clock.CurrentTime <= nearestBreak.EndTime - fade_duration;
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isBreakTime.Value = currentBreak.HasEffect && Clock.CurrentTime <= currentBreak.EndTime - fade_duration;
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}
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}
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private void initializeBreaks()
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private void initializeBreaks()
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