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Cut distance snap lines at playfield border in catch editor
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@ -10,6 +10,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Lines;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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@ -27,6 +28,8 @@ namespace osu.Game.Rulesets.Catch.Edit
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public float StartX { get; set; }
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private const double max_vertical_line_length_in_time = CatchPlayfield.WIDTH / Catcher.BASE_SPEED * 2;
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private readonly double[] velocities;
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private readonly List<Path> verticalPaths = new List<Path>();
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@ -63,27 +66,42 @@ namespace osu.Game.Rulesets.Catch.Edit
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{
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base.Update();
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float startY = hitObjectContainer.PositionAtTime(StartTime);
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double currentTime = hitObjectContainer.Time.Current;
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for (int i = 0; i < velocities.Length; i++)
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{
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double velocity = velocities[i];
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var verticalPath = verticalPaths[i];
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// The line ends at the top of the screen.
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double topScreenTime = hitObjectContainer.TimeAtPosition(-hitObjectContainer.DrawHeight, hitObjectContainer.Time.Current);
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double endTime = Math.Max(StartTime, topScreenTime);
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// The line ends at the top of the playfield.
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double endTime = hitObjectContainer.TimeAtPosition(-hitObjectContainer.DrawHeight, currentTime);
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float x = (float)((endTime - StartTime) * velocity);
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float y = hitObjectContainer.PositionAtTime(endTime, StartTime);
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// Non-vertical lines are cut at the sides of the playfield.
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// Vertical lines are cut at some reasonable length.
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if (velocity > 0)
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endTime = Math.Min(endTime, StartTime + (CatchPlayfield.WIDTH - StartX) / velocity);
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else if (velocity < 0)
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endTime = Math.Min(endTime, StartTime + StartX / -velocity);
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else
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endTime = Math.Min(endTime, StartTime + max_vertical_line_length_in_time);
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Vector2[] lineVertices = verticalLineVertices[i];
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lineVertices[0] = new Vector2(StartX, startY);
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lineVertices[1] = lineVertices[0] + new Vector2(x, y);
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lineVertices[0] = calculatePosition(velocity, StartTime);
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lineVertices[1] = calculatePosition(velocity, endTime);
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var verticalPath = verticalPaths[i];
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verticalPath.Vertices = verticalLineVertices[i];
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verticalPath.OriginPosition = verticalPath.PositionInBoundingBox(Vector2.Zero);
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}
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Vector2 calculatePosition(double velocity, double time)
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{
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// Don't draw inverted lines.
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time = Math.Max(time, StartTime);
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float x = StartX + (float)((time - StartTime) * velocity);
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float y = hitObjectContainer.PositionAtTime(time, currentTime);
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return new Vector2(x, y);
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}
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}
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[CanBeNull]
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