diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneBreakOverlay.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneBreakOverlay.cs index 879e15c548..19dce303ea 100644 --- a/osu.Game.Tests/Visual/Gameplay/TestSceneBreakOverlay.cs +++ b/osu.Game.Tests/Visual/Gameplay/TestSceneBreakOverlay.cs @@ -95,6 +95,19 @@ namespace osu.Game.Tests.Visual.Gameplay seekAndAssertBreak("seek to break after end", testBreaks[1].EndTime + 500, false); } + [TestCase(true)] + [TestCase(false)] + public void TestBeforeGameplayStart(bool withBreaks) + { + setClock(true); + + if (withBreaks) + loadBreaksStep("multiple breaks", testBreaks); + + seekAndAssertBreak("seek to break intro time", -100, true); + seekAndAssertBreak("seek to break intro time", 0, false); + } + private void addShowBreakStep(double seconds) { AddStep($"show '{seconds}s' break", () => breakOverlay.Breaks = new List diff --git a/osu.Game/Screens/Play/BreakOverlay.cs b/osu.Game/Screens/Play/BreakOverlay.cs index 6fdee85f45..ee8be87352 100644 --- a/osu.Game/Screens/Play/BreakOverlay.cs +++ b/osu.Game/Screens/Play/BreakOverlay.cs @@ -1,4 +1,4 @@ -// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. +// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; @@ -16,6 +16,8 @@ namespace osu.Game.Screens.Play { public class BreakOverlay : Container { + private readonly ScoreProcessor scoreProcessor; + /// /// The duration of the break overlay fading. /// @@ -60,9 +62,12 @@ namespace osu.Game.Screens.Play private readonly RemainingTimeCounter remainingTimeCounter; private readonly BreakInfo info; private readonly BreakArrows breakArrows; + private readonly double gameplayStartTime; - public BreakOverlay(bool letterboxing, ScoreProcessor scoreProcessor = null) + public BreakOverlay(bool letterboxing, double gameplayStartTime = 0, ScoreProcessor scoreProcessor = null) { + this.gameplayStartTime = gameplayStartTime; + this.scoreProcessor = scoreProcessor; RelativeSizeAxes = Axes.Both; Child = fadeContainer = new Container { @@ -135,26 +140,34 @@ namespace osu.Game.Screens.Play updateBreakTimeBindable(); } - private void updateBreakTimeBindable() + private void updateBreakTimeBindable() => + isBreakTime.Value = getCurrentBreak()?.HasEffect == true + || Clock.CurrentTime < gameplayStartTime + || scoreProcessor?.HasCompleted == true; + + private BreakPeriod getCurrentBreak() { - if (breaks == null || breaks.Count == 0) - return; - - var time = Clock.CurrentTime; - - if (time > breaks[CurrentBreakIndex].EndTime) + if (breaks?.Count > 0) { - while (time > breaks[CurrentBreakIndex].EndTime && CurrentBreakIndex < breaks.Count - 1) - CurrentBreakIndex++; - } - else - { - while (time < breaks[CurrentBreakIndex].StartTime && CurrentBreakIndex > 0) - CurrentBreakIndex--; + var time = Clock.CurrentTime; + + if (time > breaks[CurrentBreakIndex].EndTime) + { + while (time > breaks[CurrentBreakIndex].EndTime && CurrentBreakIndex < breaks.Count - 1) + CurrentBreakIndex++; + } + else + { + while (time < breaks[CurrentBreakIndex].StartTime && CurrentBreakIndex > 0) + CurrentBreakIndex--; + } + + var closest = breaks[CurrentBreakIndex]; + + return closest.Contains(time) ? closest : null; } - var currentBreak = breaks[CurrentBreakIndex]; - isBreakTime.Value = currentBreak.HasEffect && currentBreak.Contains(time); + return null; } private void initializeBreaks() diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index d6488dc209..7f32db2ebf 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -179,7 +179,7 @@ namespace osu.Game.Screens.Play { target.AddRange(new[] { - breakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor) + breakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, DrawableRuleset.GameplayStartTime, ScoreProcessor) { Anchor = Anchor.Centre, Origin = Anchor.Centre, @@ -468,7 +468,7 @@ namespace osu.Game.Screens.Play PauseOverlay.Hide(); // breaks and time-based conditions may allow instant resume. - if (breakOverlay.IsBreakTime.Value || GameplayClockContainer.GameplayClock.CurrentTime < Beatmap.Value.Beatmap.HitObjects.First().StartTime) + if (breakOverlay.IsBreakTime.Value) completeResume(); else DrawableRuleset.RequestResume(completeResume);