Use SliderPath.GetPathToProgress for getting the SliderPath's positions

This commit is contained in:
Pasi4K5 2021-06-05 17:04:58 +02:00
parent b4f190c6ff
commit f59263932a

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