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Fix Storyboard's FirstEventTime not finding the true earliest event
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@ -111,7 +111,7 @@ namespace osu.Game.Tests.Beatmaps.Formats
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Assert.AreEqual(1500, background.Elements[0].StartTime);
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Assert.AreEqual(1000, background.Elements[1].StartTime);
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Assert.AreEqual(1000, storyboard.FirstEventTime);
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Assert.AreEqual(1000, storyboard.EarliestEventTime);
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}
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}
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@ -131,7 +131,9 @@ namespace osu.Game.Screens.Play
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// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
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// this is commonly used to display an intro before the audio track start.
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startTime = Math.Min(startTime, beatmap.Storyboard.FirstEventTime);
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double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
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if (firstStoryboardEvent != null)
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startTime = Math.Min(startTime, firstStoryboardEvent.Value);
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// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
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// this is not available as an option in the live editor but can still be applied via .osu editing.
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@ -4,6 +4,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.EntityFrameworkCore.Internal;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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@ -27,7 +28,14 @@ namespace osu.Game.Storyboards
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public bool HasDrawable => Layers.Any(l => l.Elements.Any(e => e.IsDrawable));
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public double FirstEventTime => Layers.Min(l => l.Elements.FirstOrDefault()?.StartTime ?? 0);
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/// <summary>
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/// Across all layers, find the earliest point in time that a storyboard element exists at.
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/// Will return null if there are no elements.
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/// </summary>
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/// <remarks>
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/// This iterates all elements and as such should be used sparingly or stored locally.
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/// </remarks>
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public double? EarliestEventTime => Layers.SelectMany(l => l.Elements).OrderBy(e => e.StartTime).FirstOrDefault()?.StartTime;
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/// <summary>
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/// Depth of the currently front-most storyboard layer, excluding the overlay layer.
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