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osu-lazer/osu.Game/Screens/Play/BreakTracker.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Beatmaps.Timing;
using osu.Game.Lists;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Screens.Play
{
public class BreakTracker : Component
{
private readonly ScoreProcessor scoreProcessor;
private readonly double gameplayStartTime;
/// <summary>
/// Whether the gameplay is currently in a break.
/// </summary>
public IBindable<bool> IsBreakTime => isBreakTime;
private readonly BindableBool isBreakTime = new BindableBool();
private readonly IntervalList<double> breakIntervals = new IntervalList<double>();
public IReadOnlyList<BreakPeriod> Breaks
{
set
{
isBreakTime.Value = false;
breakIntervals.Clear();
foreach (var b in value)
{
if (!b.HasEffect)
continue;
breakIntervals.Add(b.StartTime, b.EndTime - BreakOverlay.BREAK_FADE_DURATION);
}
}
}
public BreakTracker(double gameplayStartTime = 0, ScoreProcessor scoreProcessor = null)
{
this.gameplayStartTime = gameplayStartTime;
this.scoreProcessor = scoreProcessor;
}
protected override void Update()
{
base.Update();
var time = Clock.CurrentTime;
isBreakTime.Value = breakIntervals.IsInAnyInterval(time)
|| time < gameplayStartTime
|| scoreProcessor?.HasCompleted == true;
}
}
}