mirror of https://github.com/ppy/osu
Simplify variables for snake start/end.
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2ba77746c0
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@ -73,11 +73,11 @@ protected override void Update()
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if (repeat % 2 == 1)
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progress = 1 - progress;
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bouncer2.Position = slider.Curve.PositionAt(body.SnakedEnd);
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bouncer2.Position = slider.Curve.PositionAt(body.SnakedEnd ?? 0);
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//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
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if (initialCircle.Judgement?.Result != HitResult.Hit)
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initialCircle.Position = slider.Curve.PositionAt(body.SnakedStart);
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initialCircle.Position = slider.Curve.PositionAt(body.SnakedStart ?? 0);
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components.ForEach(c => c.UpdateProgress(progress, repeat));
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}
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@ -30,8 +30,8 @@ public float PathWidth
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}
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}
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private double? drawnProgressStart;
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private double? drawnProgressEnd;
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public double? SnakedStart { get; private set; }
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public double? SnakedEnd { get; private set; }
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private Slider slider;
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public SliderBody(Slider s)
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@ -122,16 +122,13 @@ private void load(OsuConfigManager config)
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path.Texture = texture;
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}
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public double SnakedEnd { get; private set; }
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public double SnakedStart { get; private set; }
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private List<Vector2> currentCurve = new List<Vector2>();
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private bool updateSnaking(double p0, double p1)
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{
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if (drawnProgressStart == p0 && drawnProgressEnd == p1) return false;
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if (SnakedStart == p0 && SnakedEnd == p1) return false;
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drawnProgressStart = p0;
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drawnProgressEnd = p1;
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SnakedStart = p0;
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SnakedEnd = p1;
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slider.Curve.GetPathToProgress(currentCurve, p0, p1);
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@ -144,23 +141,23 @@ private bool updateSnaking(double p0, double p1)
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public void UpdateProgress(double progress, int repeat)
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{
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SnakedStart = 0;
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SnakedEnd = snakingIn ? MathHelper.Clamp((Time.Current - (slider.StartTime - DrawableOsuHitObject.TIME_PREEMPT)) / DrawableOsuHitObject.TIME_FADEIN, 0, 1) : 1;
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double start = 0;
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double end = snakingIn ? MathHelper.Clamp((Time.Current - (slider.StartTime - DrawableOsuHitObject.TIME_PREEMPT)) / DrawableOsuHitObject.TIME_FADEIN, 0, 1) : 1;
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if (repeat >= slider.RepeatCount - 1)
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{
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if (Math.Min(repeat, slider.RepeatCount - 1) % 2 == 1)
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{
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SnakedStart = 0;
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SnakedEnd = snakingOut ? progress : 1;
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start = 0;
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end = snakingOut ? progress : 1;
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}
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else
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{
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SnakedStart = snakingOut ? progress : 0;
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start = snakingOut ? progress : 0;
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}
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}
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SetRange(SnakedStart, SnakedEnd);
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SetRange(start, end);
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}
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}
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}
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