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add fields for path's end location
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@ -22,6 +22,10 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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/// </summary>
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public Vector2 PathStartLocation => body.PathOffset;
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/// <summary>
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/// Offset in absolute (local) coordinates from the end of the curve.
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/// </summary>
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public Vector2 PathEndLocation => body.PathEndOffset;
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public SliderBodyPiece()
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{
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InternalChild = body = new ManualSliderBody
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@ -31,6 +31,12 @@ namespace osu.Game.Rulesets.Osu.Skinning
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/// </summary>
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public virtual Vector2 PathOffset => path.PositionInBoundingBox(path.Vertices[0]);
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/// <summary>
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/// Offset in absolute coordinates from the end of the curve.
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/// </summary>
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public virtual Vector2 PathEndOffset => path.PositionInBoundingBox(path.Vertices[^1]);
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/// <summary>
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/// Used to colour the path.
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/// </summary>
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@ -43,6 +43,8 @@ namespace osu.Game.Rulesets.Osu.Skinning
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public override Vector2 PathOffset => snakedPathOffset;
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public override Vector2 PathEndOffset => snakedPathEndOffset;
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/// <summary>
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/// The top-left position of the path when fully snaked.
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/// </summary>
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@ -53,6 +55,11 @@ namespace osu.Game.Rulesets.Osu.Skinning
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/// </summary>
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private Vector2 snakedPathOffset;
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/// <summary>
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/// The offset of the end of path from <see cref="snakedPosition"/> when fully snaked.
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/// </summary>
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private Vector2 snakedPathEndOffset;
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private DrawableSlider drawableSlider = null!;
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[BackgroundDependencyLoader]
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@ -109,6 +116,7 @@ namespace osu.Game.Rulesets.Osu.Skinning
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snakedPosition = Path.PositionInBoundingBox(Vector2.Zero);
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snakedPathOffset = Path.PositionInBoundingBox(Path.Vertices[0]);
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snakedPathEndOffset = Path.PositionInBoundingBox(Path.Vertices[^1]);
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double lastSnakedStart = SnakedStart ?? 0;
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double lastSnakedEnd = SnakedEnd ?? 0;
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