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mirror of https://github.com/ppy/osu.git synced 2025-01-15 12:42:54 +08:00

Use lookup direction than 2 while loops

This commit is contained in:
iiSaLMaN 2019-07-26 05:11:01 +03:00
parent a08d54eb06
commit b4c93b1777

View File

@ -31,7 +31,9 @@ namespace osu.Game.Screens.Play
set
{
breaks = value;
nearestBreakIndex = 0;
// reset index in case the new breaks list is smaller than last one
currentBreakIndex = 0;
initializeBreaks();
}
@ -44,7 +46,7 @@ namespace osu.Game.Screens.Play
/// </summary>
public IBindable<bool> IsBreakTime => isBreakTime;
private int nearestBreakIndex;
private int currentBreakIndex;
private readonly BindableBool isBreakTime = new BindableBool();
private readonly Container remainingTimeAdjustmentBox;
@ -133,20 +135,31 @@ namespace osu.Game.Screens.Play
if (breaks == null || !breaks.Any())
{
isBreakTime.Value = false;
currentBreakIndex = 0;
return;
}
while (nearestBreakIndex < breaks.Count - 1 && Clock.CurrentTime > breaks[nearestBreakIndex].EndTime)
nearestBreakIndex++;
var lastIndex = currentBreakIndex;
var lookupDirection = Clock.CurrentTime > breaks[lastIndex].EndTime ? 1 : (Clock.CurrentTime < breaks[lastIndex].StartTime ? -1 : 0);
while (nearestBreakIndex > 0 && Clock.CurrentTime < breaks[nearestBreakIndex].StartTime)
nearestBreakIndex--;
while (Clock.CurrentTime < breaks[currentBreakIndex].StartTime || Clock.CurrentTime > breaks[currentBreakIndex].EndTime)
{
currentBreakIndex += lookupDirection;
// restore index if out of bounds
if (currentBreakIndex < 0 || currentBreakIndex >= breaks.Count)
{
isBreakTime.Value = false;
currentBreakIndex = lastIndex;
return;
}
}
// This ensures that IsBreakTime is generally consistent with the overlay's transforms during a break.
// If the overlay never shows (break.HasEffect is false), IsBreakTime should be false.
// 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 nearestBreak = breaks[nearestBreakIndex];
isBreakTime.Value = nearestBreak.HasEffect && Clock.CurrentTime >= nearestBreak.StartTime && Clock.CurrentTime <= nearestBreak.EndTime - fade_duration;
var currentBreak = breaks[currentBreakIndex];
isBreakTime.Value = currentBreak.HasEffect && Clock.CurrentTime <= currentBreak.EndTime - fade_duration;
}
private void initializeBreaks()