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osu-lazer/osu.Game/Rulesets/Objects/PathControlPoint.cs

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using System;
using osu.Framework.Bindables;
using osu.Game.Rulesets.Objects.Types;
using osuTK;
namespace osu.Game.Rulesets.Objects
{
public class PathControlPoint : IEquatable<PathControlPoint>
{
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/// <summary>
/// The position of this <see cref="PathControlPoint"/>.
/// </summary>
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public readonly Bindable<Vector2> Position = new Bindable<Vector2>();
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/// <summary>
/// The type of path segment starting at this <see cref="PathControlPoint"/>.
/// If null, this <see cref="PathControlPoint"/> will be a part of the previous path segment.
/// </summary>
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public readonly Bindable<PathType?> Type = new Bindable<PathType?>();
/// <summary>
/// Invoked when any property of this <see cref="PathControlPoint"/> is changed.
/// </summary>
internal event Action Changed;
public PathControlPoint()
{
Position.ValueChanged += _ => Changed?.Invoke();
Type.ValueChanged += _ => Changed?.Invoke();
}
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public bool Equals(PathControlPoint other) => Position.Value == other.Position.Value && Type.Value == other.Type.Value;
}
}