mirror of https://github.com/ppy/osu
Reorganise functions to order more logically (hitcircle before slider methods)
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@ -142,6 +142,23 @@ private void applyRandomisation(float rateOfChangeMultiplier, RandomObjectInfo p
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current.PositionRandomised = previous.EndPositionRandomised + posRelativeToPrev;
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}
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/// <summary>
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/// Move the randomised position of a hit circle so that it fits inside the playfield.
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/// </summary>
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/// <returns>The deviation from the original randomised position in order to fit within the playfield.</returns>
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private Vector2 clampHitCircleToPlayfield(HitCircle circle, RandomObjectInfo objectInfo)
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{
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var previousPosition = objectInfo.PositionRandomised;
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objectInfo.EndPositionRandomised = objectInfo.PositionRandomised = clampToPlayfieldWithPadding(
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objectInfo.PositionRandomised,
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(float)circle.Radius
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);
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circle.Position = objectInfo.PositionRandomised;
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return objectInfo.PositionRandomised - previousPosition;
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}
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/// <summary>
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/// Moves the <see cref="Slider"/> and all necessary nested <see cref="OsuHitObject"/>s into the <see cref="OsuPlayfield"/> if they aren't already.
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/// </summary>
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@ -254,23 +271,6 @@ private void shiftNestedObjects(Slider slider, Vector2 shift)
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}
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}
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/// <summary>
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/// Move the randomised position of a hit circle so that it fits inside the playfield.
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/// </summary>
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/// <returns>The deviation from the original randomised position in order to fit within the playfield.</returns>
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private Vector2 clampHitCircleToPlayfield(HitCircle circle, RandomObjectInfo objectInfo)
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{
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var previousPosition = objectInfo.PositionRandomised;
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objectInfo.EndPositionRandomised = objectInfo.PositionRandomised = clampToPlayfieldWithPadding(
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objectInfo.PositionRandomised,
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(float)circle.Radius
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);
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circle.Position = objectInfo.PositionRandomised;
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return objectInfo.PositionRandomised - previousPosition;
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}
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/// <summary>
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/// Clamp a position to playfield, keeping a specified distance from the edges.
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/// </summary>
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