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osu-lazer/osu.Game/Screens/Play/BreakTracker.cs

83 lines
2.4 KiB
C#

// 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 System.Collections.Generic;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Beatmaps.Timing;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Screens.Play
{
public class BreakTracker : Component
{
private readonly ScoreProcessor scoreProcessor;
private readonly double gameplayStartTime;
/// <summary>
/// Whether the gameplay is currently in a break.
/// </summary>
public IBindable<bool> IsBreakTime => isBreakTime;
protected int CurrentBreakIndex;
private readonly BindableBool isBreakTime = new BindableBool();
private IReadOnlyList<BreakPeriod> breaks;
public IReadOnlyList<BreakPeriod> Breaks
{
get => breaks;
set
{
breaks = value;
// reset index in case the new breaks list is smaller than last one
isBreakTime.Value = false;
CurrentBreakIndex = 0;
}
}
public BreakTracker(double gameplayStartTime = 0, ScoreProcessor scoreProcessor = null)
{
this.gameplayStartTime = gameplayStartTime;
this.scoreProcessor = scoreProcessor;
}
protected override void Update()
{
base.Update();
isBreakTime.Value = getCurrentBreak()?.HasEffect == true
|| Clock.CurrentTime < gameplayStartTime
|| scoreProcessor?.HasCompleted.Value == true;
}
private BreakPeriod getCurrentBreak()
{
if (breaks?.Count > 0)
{
var time = Clock.CurrentTime;
if (time > breaks[CurrentBreakIndex].EndTime)
{
while (time > breaks[CurrentBreakIndex].EndTime && CurrentBreakIndex < breaks.Count - 1)
CurrentBreakIndex++;
}
else
{
while (time < breaks[CurrentBreakIndex].StartTime && CurrentBreakIndex > 0)
CurrentBreakIndex--;
}
var closest = breaks[CurrentBreakIndex];
return closest.Contains(time) ? closest : null;
}
return null;
}
}
}