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Merge pull request #16080 from smoogipoo/fix-storyboard-start-time
Fix incorrect storyboard life time start with looping commands
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commit
04551ea61e
@ -85,11 +85,12 @@ namespace osu.Game.Tests.Visual.Gameplay
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loopGroup.Scale.Add(Easing.None, -20000, -18000, 0, 1);
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var target = addEventToLoop ? loopGroup : sprite.TimelineGroup;
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target.Alpha.Add(Easing.None, firstStoryboardEvent, firstStoryboardEvent + 500, 0, 1);
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double targetTime = addEventToLoop ? 20000 : 0;
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target.Alpha.Add(Easing.None, targetTime + firstStoryboardEvent, targetTime + firstStoryboardEvent + 500, 0, 1);
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// these should be ignored due to being in the future.
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sprite.TimelineGroup.Alpha.Add(Easing.None, 18000, 20000, 0, 1);
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loopGroup.Alpha.Add(Easing.None, 18000, 20000, 0, 1);
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loopGroup.Alpha.Add(Easing.None, 38000, 40000, 0, 1);
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storyboard.GetLayer("Background").Add(sprite);
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@ -33,10 +33,8 @@ namespace osu.Game.Storyboards
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foreach (var l in loops)
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{
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if (!(l.EarliestDisplayedTime is double lEarliest))
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continue;
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earliestStartTime = Math.Min(earliestStartTime, lEarliest);
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if (l.EarliestDisplayedTime is double loopEarliestDisplayTime)
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earliestStartTime = Math.Min(earliestStartTime, l.LoopStartTime + loopEarliestDisplayTime);
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}
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if (earliestStartTime < double.MaxValue)
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