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Improve skip boundary logic to be closer to expectations
Supersedes #4693. Closes #4676.
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@ -38,6 +38,10 @@ namespace osu.Game.Screens.Play
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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protected override bool BlockPositionalInput => false;
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/// <summary>
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/// Displays a skip overlay, giving the user the ability to skip forward.
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/// </summary>
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/// <param name="startTime">The time at which gameplay begins to appear.</param>
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public SkipOverlay(double startTime)
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{
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this.startTime = startTime;
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@ -87,16 +91,21 @@ namespace osu.Game.Screens.Play
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};
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}
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private const double skip_required_cutoff = 3000;
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/// <summary>
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/// Duration before gameplay start time required before skip button displays.
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/// </summary>
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private const double skip_buffer = 1000;
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private const double fade_time = 300;
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private double beginFadeTime => startTime - skip_required_cutoff - fade_time;
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private double beginFadeTime => startTime - fade_time;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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if (startTime < skip_required_cutoff)
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// skip is not required if there is no extra "empty" time to skip.
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if (Clock.CurrentTime > beginFadeTime - skip_buffer)
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{
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Alpha = 0;
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Expire();
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@ -107,7 +116,7 @@ namespace osu.Game.Screens.Play
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using (BeginAbsoluteSequence(beginFadeTime))
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this.FadeOut(fade_time);
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button.Action = () => RequestSeek?.Invoke(startTime - skip_required_cutoff - fade_time);
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button.Action = () => RequestSeek?.Invoke(beginFadeTime);
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displayTime = Time.Current;
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