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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
This commit is contained in:
iiSaLMaN 2019-08-07 16:15:53 +03:00
parent 73cd7b0cc2
commit c2b3c28c79

View File

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