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57 lines
1.7 KiB
C#
57 lines
1.7 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Utils;
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namespace osu.Game.Screens.Play
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{
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public class BreakTracker : Component
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{
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private readonly ScoreProcessor scoreProcessor;
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private readonly double gameplayStartTime;
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private PeriodTracker breaks;
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/// <summary>
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/// Whether the gameplay is currently in a break.
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/// </summary>
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public IBindable<bool> IsBreakTime => isBreakTime;
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private readonly BindableBool isBreakTime = new BindableBool();
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public IReadOnlyList<BreakPeriod> Breaks
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{
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set
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{
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isBreakTime.Value = false;
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breaks = new PeriodTracker(value.Where(b => b.HasEffect)
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.Select(b => new Period(b.StartTime, b.EndTime - BreakOverlay.BREAK_FADE_DURATION)));
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}
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}
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public BreakTracker(double gameplayStartTime = 0, ScoreProcessor scoreProcessor = null)
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{
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this.gameplayStartTime = gameplayStartTime;
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this.scoreProcessor = scoreProcessor;
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}
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protected override void Update()
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{
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base.Update();
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var time = Clock.CurrentTime;
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isBreakTime.Value = breaks?.IsInAny(time) == true
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|| time < gameplayStartTime
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|| scoreProcessor?.HasCompleted.Value == true;
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}
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}
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}
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