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mirror of https://github.com/ppy/osu.git synced 2024-12-15 09:42:54 +08:00

Use better loops for moving index

Easy to read, suggested by peppy
This commit is contained in:
iiSaLMaN 2019-07-26 08:12:32 +03:00
parent 806d41daf4
commit 3fa6804501

View File

@ -144,19 +144,28 @@ namespace osu.Game.Screens.Play
return;
}
var lastIndex = currentBreakIndex;
var lookupDirection = Clock.CurrentTime > breaks[lastIndex].EndTime ? 1 : (Clock.CurrentTime < breaks[lastIndex].StartTime ? -1 : 0);
var time = Clock.CurrentTime;
while (Clock.CurrentTime < breaks[currentBreakIndex].StartTime || Clock.CurrentTime > breaks[currentBreakIndex].EndTime)
if (time > breaks[currentBreakIndex].EndTime)
{
currentBreakIndex += lookupDirection;
// restore index if out of bounds
if (currentBreakIndex < 0 || currentBreakIndex >= breaks.Count)
for (int i = currentBreakIndex; i < breaks.Count; i++)
{
isBreakTime.Value = false;
currentBreakIndex = lastIndex;
return;
if (time <= breaks[i].EndTime)
{
currentBreakIndex = i;
break;
}
}
}
else if (time < breaks[currentBreakIndex].StartTime)
{
for (int i = currentBreakIndex; i >= 0; i--)
{
if (time >= breaks[i].StartTime)
{
currentBreakIndex = i;
break;
}
}
}
@ -164,7 +173,7 @@ namespace osu.Game.Screens.Play
// If the current break doesn't have effects, IsBreakTime should be false.
// We also assume that the overlay's fade out transform is "not break time".
var currentBreak = breaks[currentBreakIndex];
isBreakTime.Value = currentBreak.HasEffect && Clock.CurrentTime <= currentBreak.EndTime - fade_duration;
isBreakTime.Value = currentBreak.HasEffect && time >= currentBreak.StartTime && time <= currentBreak.EndTime - fade_duration;
}
private void initializeBreaks()