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For simple construction of break periods (e.g. filling a method with an array of break periods inside a test case)
54 lines
1.8 KiB
C#
54 lines
1.8 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 osu.Game.Screens.Play;
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namespace osu.Game.Beatmaps.Timing
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{
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public class BreakPeriod
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{
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/// <summary>
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/// The minimum duration required for a break to have any effect.
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/// </summary>
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public const double MIN_BREAK_DURATION = 650;
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/// <summary>
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/// The break start time.
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/// </summary>
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public double StartTime;
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/// <summary>
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/// The break end time.
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/// </summary>
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public double EndTime;
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/// <summary>
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/// The break duration.
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/// </summary>
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public double Duration => EndTime - StartTime;
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/// <summary>
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/// Whether the break has any effect. Breaks that are too short are culled before they are added to the beatmap.
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/// </summary>
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public bool HasEffect => Duration >= MIN_BREAK_DURATION;
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/// <summary>
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/// Constructs a new break period.
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/// </summary>
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/// <param name="startTime">The start time of the break period.</param>
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/// <param name="endTime">The end time of the break period.</param>
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public BreakPeriod(double startTime, double endTime)
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{
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StartTime = startTime;
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EndTime = endTime;
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}
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/// <summary>
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/// Whether this break contains a specified time.
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/// </summary>
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/// <param name="time">The time to check in milliseconds.</param>
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/// <returns>Whether the time falls within this <see cref="BreakPeriod"/>.</returns>
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public bool Contains(double time) => time >= StartTime && time <= EndTime - BreakOverlay.BREAK_FADE_DURATION;
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}
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}
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