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Use common body piece
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@ -7,7 +7,6 @@ using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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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.Input.Events;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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@ -23,7 +22,6 @@ namespace osu.Game.Rulesets.Osu.Edit.Masks.Slider
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{
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public new Objects.Slider HitObject => (Objects.Slider)base.HitObject;
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private Path path;
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private Container<SliderControlPoint> controlPointContainer;
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private readonly List<Segment> segments = new List<Segment>();
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@ -43,14 +41,12 @@ namespace osu.Game.Rulesets.Osu.Edit.Masks.Slider
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{
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InternalChildren = new Drawable[]
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{
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path = new SmoothPath { PathWidth = 3 },
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new BodyPiece(HitObject),
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new SliderCirclePiece(HitObject, SliderPosition.Start),
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new SliderCirclePiece(HitObject, SliderPosition.End),
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controlPointContainer = new Container<SliderControlPoint> { RelativeSizeAxes = Axes.Both }
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};
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path.Colour = colours.YellowDark;
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setState(PlacementState.Initial);
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}
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@ -128,23 +124,12 @@ namespace osu.Game.Rulesets.Osu.Edit.Masks.Slider
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{
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base.Update();
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segments.ForEach(s => s.Calculate());
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for (int i = 0; i < segments.Count; i++)
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segments[i].Calculate(i == segments.Count - 1 ? (Vector2?)cursor : null);
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switch (state)
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{
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case PlacementState.Body:
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path.Position = HitObject.Position;
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path.ClearVertices();
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for (int i = 0; i < segments.Count; i++)
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{
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var segmentPath = segments[i].Calculate(i == segments.Count - 1 ? (Vector2?)cursor : null);
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segmentPath.ForEach(v => path.AddVertex(v));
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}
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path.OriginPosition = path.PositionInBoundingBox(Vector2.Zero);
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break;
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}
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HitObject.ControlPoints = segments.SelectMany(s => s.ControlPoints).Concat(cursor.Yield()).ToList();
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HitObject.CurveType = HitObject.ControlPoints.Count > 2 ? CurveType.Bezier : CurveType.Linear;
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HitObject.Distance = segments.Sum(s => s.Distance);
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}
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private void setState(PlacementState newState)
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