// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Game.Screens.Play; namespace osu.Game.Beatmaps.Timing { public class BreakPeriod { /// <summary> /// The minimum duration required for a break to have any effect. /// </summary> public const double MIN_BREAK_DURATION = 650; /// <summary> /// The break start time. /// </summary> public double StartTime; /// <summary> /// The break end time. /// </summary> public double EndTime; /// <summary> /// The break duration. /// </summary> public double Duration => EndTime - StartTime; /// <summary> /// Whether the break has any effect. /// </summary> public bool HasEffect => Duration >= MIN_BREAK_DURATION; /// <summary> /// Constructs a new break period. /// </summary> /// <param name="startTime">The start time of the break period.</param> /// <param name="endTime">The end time of the break period.</param> public BreakPeriod(double startTime, double endTime) { StartTime = startTime; EndTime = endTime; } /// <summary> /// Whether this break contains a specified time. /// </summary> /// <param name="time">The time to check in milliseconds.</param> /// <returns>Whether the time falls within this <see cref="BreakPeriod"/>.</returns> public bool Contains(double time) => time >= StartTime && time <= EndTime - BreakOverlay.BREAK_FADE_DURATION; } }