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Use IsBreakTime for checking if currently in a break
Rather than iterating over all breaks to find which is in current time
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@ -66,6 +66,8 @@ namespace osu.Game.Screens.Play
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private SampleChannel sampleRestart;
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private SampleChannel sampleRestart;
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private BreakOverlay breakOverlay;
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protected ScoreProcessor ScoreProcessor { get; private set; }
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protected ScoreProcessor ScoreProcessor { get; private set; }
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protected DrawableRuleset DrawableRuleset { get; private set; }
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protected DrawableRuleset DrawableRuleset { get; private set; }
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@ -134,7 +136,7 @@ namespace osu.Game.Screens.Play
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}
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}
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}
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}
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},
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},
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new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
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breakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
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{
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{
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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@ -411,8 +413,7 @@ namespace osu.Game.Screens.Play
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PauseOverlay.Hide();
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PauseOverlay.Hide();
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// breaks and time-based conditions may allow instant resume.
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// breaks and time-based conditions may allow instant resume.
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double time = GameplayClockContainer.GameplayClock.CurrentTime;
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if (breakOverlay.IsBreakTime.Value || GameplayClockContainer.GameplayClock.CurrentTime < Beatmap.Value.Beatmap.HitObjects.First().StartTime)
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if (Beatmap.Value.Beatmap.Breaks.Any(b => b.Contains(time)) || time < Beatmap.Value.Beatmap.HitObjects.First().StartTime)
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completeResume();
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completeResume();
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else
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else
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DrawableRuleset.RequestResume(completeResume);
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DrawableRuleset.RequestResume(completeResume);
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