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

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects.Types;
using osuTK;
#nullable enable
namespace osu.Game.Rulesets.Objects
{
public static class SliderPathExtensions
{
/// <summary>
/// Snaps the provided <paramref name="hitObject"/>'s duration using the <paramref name="snapProvider"/>.
/// </summary>
public static void SnapTo<THitObject>(this THitObject hitObject, IPositionSnapProvider? snapProvider)
where THitObject : HitObject, IHasPath
{
hitObject.Path.ExpectedDistance.Value = snapProvider?.GetSnappedDistanceFromDistance(hitObject, (float)hitObject.Path.CalculatedDistance) ?? hitObject.Path.CalculatedDistance;
}
/// <summary>
/// Reverse the direction of this path.
/// </summary>
/// <param name="sliderPath">The <see cref="SliderPath"/>.</param>
/// <param name="positionalOffset">The positional offset of the resulting path. It should be added to the start position of this path.</param>
public static void Reverse(this SliderPath sliderPath, out Vector2 positionalOffset)
{
var points = sliderPath.ControlPoints.ToArray();
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positionalOffset = sliderPath.PositionAt(1);
sliderPath.ControlPoints.Clear();
PathType? lastType = null;
for (int i = 0; i < points.Length; i++)
{
var p = points[i];
p.Position -= positionalOffset;
// propagate types forwards to last null type
if (i == points.Length - 1)
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{
p.Type = lastType;
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p.Position = Vector2.Zero;
}
else if (p.Type != null)
(p.Type, lastType) = (lastType, p.Type);
sliderPath.ControlPoints.Insert(0, p);
}
}
}
}