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Rewrite updateBreakTimeBindable
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cdda264c49
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@ -1,8 +1,13 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Screens.Play;
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@ -11,11 +16,30 @@ namespace osu.Game.Tests.Visual.Gameplay
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[TestFixture]
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public class TestSceneBreakOverlay : OsuTestScene
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{
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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typeof(BreakOverlay),
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};
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private readonly BreakOverlay breakOverlay;
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private readonly IBindable<bool> isBreakTimeBindable = new BindableBool();
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public TestSceneBreakOverlay()
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{
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Child = breakOverlay = new BreakOverlay(true);
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SpriteText breakTimeText;
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Child = new FillFlowContainer
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{
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RelativeSizeAxes = Axes.Both,
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Direction = FillDirection.Vertical,
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Children = new Drawable[]
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{
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breakTimeText = new SpriteText(),
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breakOverlay = new BreakOverlay(true)
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}
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};
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isBreakTimeBindable.BindTo(breakOverlay.IsBreakTime);
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isBreakTimeBindable.BindValueChanged(e => breakTimeText.Text = $"IsBreakTime: {e.NewValue}", true);
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AddStep("2s break", () => startBreak(2000));
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AddStep("5s break", () => startBreak(5000));
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@ -31,7 +31,7 @@ namespace osu.Game.Screens.Play
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set
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{
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breaks = value;
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currentBreakIndex = 0;
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nearestBreakIndex = 0;
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initializeBreaks();
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}
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@ -44,7 +44,7 @@ namespace osu.Game.Screens.Play
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/// </summary>
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public IBindable<bool> IsBreakTime => isBreakTime;
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private int currentBreakIndex;
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private int nearestBreakIndex;
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private readonly BindableBool isBreakTime = new BindableBool();
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private readonly Container remainingTimeAdjustmentBox;
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@ -136,24 +136,17 @@ namespace osu.Game.Screens.Play
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return;
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}
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int indexDirection = Clock.CurrentTime < breaks[currentBreakIndex].StartTime ? -1 : (Clock.CurrentTime > breaks[currentBreakIndex].EndTime ? 1 : 0);
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while (nearestBreakIndex < breaks.Count - 1 && Clock.CurrentTime > breaks[nearestBreakIndex].EndTime)
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nearestBreakIndex++;
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while (Clock.CurrentTime < breaks[currentBreakIndex].StartTime || Clock.CurrentTime > breaks[currentBreakIndex].EndTime)
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{
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currentBreakIndex += indexDirection;
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while (nearestBreakIndex > 0 && Clock.CurrentTime < breaks[nearestBreakIndex].StartTime)
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nearestBreakIndex--;
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if (currentBreakIndex < 0 || currentBreakIndex >= breaks.Count)
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break;
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}
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if (currentBreakIndex < 0 || currentBreakIndex >= breaks.Count)
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{
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isBreakTime.Value = false;
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currentBreakIndex = 0;
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return;
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}
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isBreakTime.Value = true;
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// This ensures that IsBreakTime is generally consistent with the overlay's transforms during a break.
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// If the overlay never shows (break.HasEffect is false), 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 nearestBreak = breaks[nearestBreakIndex];
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isBreakTime.Value = nearestBreak.HasEffect && Clock.CurrentTime >= nearestBreak.StartTime && Clock.CurrentTime <= nearestBreak.EndTime - fade_duration;
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}
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private void initializeBreaks()
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