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https://github.com/ppy/osu
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Use SliderPath.GetPathToProgress
for getting the SliderPath
's positions
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Utils;
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@ -23,9 +24,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override string Description => "It never gets boring!";
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public override bool Ranked => false;
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// How often per second getMinSliderMargin() checks if the slider is outside of the playfield
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private const float slider_path_checking_rate = 10;
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// The relative distance to the edge of the playfield before objects' positions should start to "turn around" and curve towards the middle.
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// The closer the hit objects draw to the border, the sharper the turn
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private const float playfield_edge_ratio = 0.375f;
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@ -154,31 +152,24 @@ namespace osu.Game.Rulesets.Osu.Mods
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private MarginPadding getMinSliderMargin(Slider slider)
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{
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var minMargin = new MarginPadding();
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Vector2 pos;
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for (double i = 0; i <= 1; i += 1 / (slider_path_checking_rate / 1000 * (slider.EndTime - slider.StartTime)))
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{
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pos = slider.Path.PositionAt(i);
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updateMargin();
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}
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var pathPositions = new List<Vector2>();
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slider.Path.GetPathToProgress(pathPositions, 0, 1);
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foreach (var pos in pathPositions)
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updateMargin(pos);
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var repeat = (SliderRepeat)slider.NestedHitObjects.FirstOrDefault(o => o is SliderRepeat);
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if (repeat != null)
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{
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pos = repeat.Position - slider.Position;
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updateMargin();
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}
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pos = slider.Path.PositionAt(1);
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updateMargin();
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updateMargin(repeat.Position - slider.Position);
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minMargin.Left = Math.Min(minMargin.Left, OsuPlayfield.BASE_SIZE.X - minMargin.Right);
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minMargin.Top = Math.Min(minMargin.Top, OsuPlayfield.BASE_SIZE.Y - minMargin.Bottom);
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return minMargin;
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void updateMargin()
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void updateMargin(Vector2 pos)
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{
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minMargin.Left = Math.Max(minMargin.Left, -pos.X);
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minMargin.Right = Math.Max(minMargin.Right, pos.X);
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