From c2b3c28c798e2994402ba2fbacd72d9093a99e94 Mon Sep 17 00:00:00 2001 From: iiSaLMaN Date: Wed, 7 Aug 2019 16:15:53 +0300 Subject: [PATCH] Use IsBreakTime for checking if currently in a break Rather than iterating over all breaks to find which is in current time --- osu.Game/Screens/Play/Player.cs | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index 96b8073d11..e7398be176 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -66,6 +66,8 @@ namespace osu.Game.Screens.Play private SampleChannel sampleRestart; + private BreakOverlay breakOverlay; + protected ScoreProcessor ScoreProcessor { get; private set; } protected DrawableRuleset DrawableRuleset { get; private set; } @@ -134,7 +136,7 @@ namespace osu.Game.Screens.Play } } }, - new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor) + breakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor) { Anchor = Anchor.Centre, Origin = Anchor.Centre, @@ -411,8 +413,7 @@ namespace osu.Game.Screens.Play PauseOverlay.Hide(); // breaks and time-based conditions may allow instant resume. - double time = GameplayClockContainer.GameplayClock.CurrentTime; - if (Beatmap.Value.Beatmap.Breaks.Any(b => b.Contains(time)) || time < Beatmap.Value.Beatmap.HitObjects.First().StartTime) + if (breakOverlay.IsBreakTime.Value || GameplayClockContainer.GameplayClock.CurrentTime < Beatmap.Value.Beatmap.HitObjects.First().StartTime) completeResume(); else DrawableRuleset.RequestResume(completeResume);