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Expose break fade duration and add it in the calculation
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@ -1,6 +1,8 @@
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// 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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@ -35,6 +37,6 @@ namespace osu.Game.Beatmaps.Timing
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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;
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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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@ -17,7 +17,11 @@ namespace osu.Game.Screens.Play
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{
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public class BreakOverlay : Container
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{
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private const double fade_duration = BreakPeriod.MIN_BREAK_DURATION / 2;
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/// <summary>
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/// The duration of the break overlay fading.
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/// </summary>
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public const double BREAK_FADE_DURATION = BreakPeriod.MIN_BREAK_DURATION / 2;
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private const float remaining_time_container_max_size = 0.3f;
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private const int vertical_margin = 25;
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@ -172,25 +176,25 @@ namespace osu.Game.Screens.Play
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using (BeginAbsoluteSequence(b.StartTime, true))
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{
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fadeContainer.FadeIn(fade_duration);
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breakArrows.Show(fade_duration);
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fadeContainer.FadeIn(BREAK_FADE_DURATION);
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breakArrows.Show(BREAK_FADE_DURATION);
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remainingTimeAdjustmentBox
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.ResizeWidthTo(remaining_time_container_max_size, fade_duration, Easing.OutQuint)
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.Delay(b.Duration - fade_duration)
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.ResizeWidthTo(remaining_time_container_max_size, BREAK_FADE_DURATION, Easing.OutQuint)
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.Delay(b.Duration - BREAK_FADE_DURATION)
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.ResizeWidthTo(0);
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remainingTimeBox
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.ResizeWidthTo(0, b.Duration - fade_duration)
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.ResizeWidthTo(0, b.Duration - BREAK_FADE_DURATION)
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.Then()
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.ResizeWidthTo(1);
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remainingTimeCounter.CountTo(b.Duration).CountTo(0, b.Duration);
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using (BeginDelayedSequence(b.Duration - fade_duration, true))
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using (BeginDelayedSequence(b.Duration - BREAK_FADE_DURATION, true))
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{
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fadeContainer.FadeOut(fade_duration);
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breakArrows.Hide(fade_duration);
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fadeContainer.FadeOut(BREAK_FADE_DURATION);
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breakArrows.Hide(BREAK_FADE_DURATION);
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}
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}
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}
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