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Use better loops for moving index
Easy to read, suggested by peppy
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parent
806d41daf4
commit
3fa6804501
@ -144,19 +144,28 @@ namespace osu.Game.Screens.Play
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return;
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}
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var lastIndex = currentBreakIndex;
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var lookupDirection = Clock.CurrentTime > breaks[lastIndex].EndTime ? 1 : (Clock.CurrentTime < breaks[lastIndex].StartTime ? -1 : 0);
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var time = Clock.CurrentTime;
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while (Clock.CurrentTime < breaks[currentBreakIndex].StartTime || Clock.CurrentTime > breaks[currentBreakIndex].EndTime)
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if (time > breaks[currentBreakIndex].EndTime)
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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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for (int i = currentBreakIndex; i < breaks.Count; i++)
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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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if (time <= breaks[i].EndTime)
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{
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currentBreakIndex = i;
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break;
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}
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}
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}
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else if (time < breaks[currentBreakIndex].StartTime)
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{
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for (int i = currentBreakIndex; i >= 0; i--)
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{
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if (time >= breaks[i].StartTime)
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{
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currentBreakIndex = i;
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break;
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}
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}
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}
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@ -164,7 +173,7 @@ namespace osu.Game.Screens.Play
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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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var currentBreak = breaks[currentBreakIndex];
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isBreakTime.Value = currentBreak.HasEffect && Clock.CurrentTime <= currentBreak.EndTime - fade_duration;
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isBreakTime.Value = currentBreak.HasEffect && time >= currentBreak.StartTime && time <= currentBreak.EndTime - fade_duration;
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}
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private void initializeBreaks()
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