osu/osu.Game/Storyboards/CommandLoop.cs

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// 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.
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using System;
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using System.Collections.Generic;
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namespace osu.Game.Storyboards
{
public class CommandLoop : CommandTimelineGroup
{
public double LoopStartTime;
/// <summary>
/// The total number of times this loop is played back. Always greater than zero.
/// </summary>
public readonly int TotalIterations;
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public override double StartTime => LoopStartTime + CommandsStartTime;
public override double EndTime =>
// In an ideal world, we would multiply the command duration by TotalIterations here.
// Unfortunately this would clash with how stable handled end times, and results in some storyboards playing outro
// sequences for minutes or hours.
StartTime + CommandsDuration;
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/// <summary>
/// Construct a new command loop.
/// </summary>
/// <param name="startTime">The start time of the loop.</param>
/// <param name="repeatCount">The number of times the loop should repeat. Should be greater than zero. Zero means a single playback.</param>
public CommandLoop(double startTime, int repeatCount)
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{
if (repeatCount < 0) throw new ArgumentException("Repeat count must be zero or above.", nameof(repeatCount));
LoopStartTime = startTime;
TotalIterations = repeatCount + 1;
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}
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public override IEnumerable<CommandTimeline<T>.TypedCommand> GetCommands<T>(CommandTimelineSelector<T> timelineSelector, double offset = 0)
{
for (int loop = 0; loop < TotalIterations; loop++)
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{
double loopOffset = LoopStartTime + loop * CommandsDuration;
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foreach (var command in base.GetCommands(timelineSelector, offset + loopOffset))
yield return command;
}
}
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public override string ToString()
=> $"{LoopStartTime} x{TotalIterations}";
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}
}