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Convert IObjectPositionInfo
to a class
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parent
3a71d81775
commit
5e36383258
@ -23,14 +23,14 @@ namespace osu.Game.Rulesets.Osu.Utils
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private static readonly Vector2 playfield_centre = OsuPlayfield.BASE_SIZE / 2;
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/// <summary>
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/// Generate a list of <see cref="IObjectPositionInfo"/>s containing information for how the given list of
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/// Generate a list of <see cref="ObjectPositionInfo"/>s containing information for how the given list of
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/// <see cref="OsuHitObject"/>s are positioned.
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/// </summary>
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/// <param name="hitObjects">A list of <see cref="OsuHitObject"/>s to process.</param>
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/// <returns>A list of <see cref="IObjectPositionInfo"/>s describing how each hit object is positioned relative to the previous one.</returns>
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public static List<IObjectPositionInfo> GeneratePositionInfos(IEnumerable<OsuHitObject> hitObjects)
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/// <returns>A list of <see cref="ObjectPositionInfo"/>s describing how each hit object is positioned relative to the previous one.</returns>
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public static List<ObjectPositionInfo> GeneratePositionInfos(IEnumerable<OsuHitObject> hitObjects)
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{
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var positionInfos = new List<IObjectPositionInfo>();
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var positionInfos = new List<ObjectPositionInfo>();
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Vector2 previousPosition = playfield_centre;
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float previousAngle = 0;
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@ -56,12 +56,12 @@ namespace osu.Game.Rulesets.Osu.Utils
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/// <summary>
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/// Reposition the hit objects according to the information in <paramref name="objectPositionInfos"/>.
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/// </summary>
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/// <param name="objectPositionInfos"></param>
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/// <param name="objectPositionInfos">Position information for each hit object.</param>
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/// <returns>The repositioned hit objects.</returns>
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public static List<OsuHitObject> RepositionHitObjects(IEnumerable<IObjectPositionInfo> objectPositionInfos)
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public static List<OsuHitObject> RepositionHitObjects(IEnumerable<ObjectPositionInfo> objectPositionInfos)
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{
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List<ObjectPositionInfo> positionInfos = objectPositionInfos.Cast<ObjectPositionInfo>().ToList();
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ObjectPositionInfo? previous = null;
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List<ObjectPositionInfoInternal> positionInfos = objectPositionInfos.Select(o => new ObjectPositionInfoInternal(o)).ToList();
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ObjectPositionInfoInternal? previous = null;
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for (int i = 0; i < positionInfos.Count; i++)
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{
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@ -115,10 +115,10 @@ namespace osu.Game.Rulesets.Osu.Utils
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/// <summary>
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/// Compute the modified position of a hit object while attempting to keep it inside the playfield.
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/// </summary>
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/// <param name="current">The <see cref="ObjectPositionInfo"/> representing the hit object to have the modified position computed for.</param>
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/// <param name="previous">The <see cref="ObjectPositionInfo"/> representing the hit object immediately preceding the current one.</param>
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/// <param name="beforePrevious">The <see cref="ObjectPositionInfo"/> representing the hit object immediately preceding the <paramref name="previous"/> one.</param>
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private static void computeModifiedPosition(ObjectPositionInfo current, ObjectPositionInfo? previous, ObjectPositionInfo? beforePrevious)
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/// <param name="current">The <see cref="ObjectPositionInfoInternal"/> representing the hit object to have the modified position computed for.</param>
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/// <param name="previous">The <see cref="ObjectPositionInfoInternal"/> representing the hit object immediately preceding the current one.</param>
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/// <param name="beforePrevious">The <see cref="ObjectPositionInfoInternal"/> representing the hit object immediately preceding the <paramref name="previous"/> one.</param>
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private static void computeModifiedPosition(ObjectPositionInfoInternal current, ObjectPositionInfoInternal? previous, ObjectPositionInfoInternal? beforePrevious)
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{
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float previousAbsoluteAngle = 0f;
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@ -147,7 +147,7 @@ namespace osu.Game.Rulesets.Osu.Utils
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/// Move the modified position of a hit circle so that it fits inside the playfield.
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/// </summary>
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/// <returns>The deviation from the original modified position in order to fit within the playfield.</returns>
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private static Vector2 clampHitCircleToPlayfield(HitCircle circle, ObjectPositionInfo objectPositionInfo)
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private static Vector2 clampHitCircleToPlayfield(HitCircle circle, ObjectPositionInfoInternal objectPositionInfo)
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{
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var previousPosition = objectPositionInfo.PositionModified;
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objectPositionInfo.EndPositionModified = objectPositionInfo.PositionModified = clampToPlayfieldWithPadding(
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@ -164,7 +164,7 @@ namespace osu.Game.Rulesets.Osu.Utils
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/// Moves the <see cref="Slider"/> and all necessary nested <see cref="OsuHitObject"/>s into the <see cref="OsuPlayfield"/> if they aren't already.
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/// </summary>
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/// <returns>The deviation from the original modified position in order to fit within the playfield.</returns>
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private static Vector2 clampSliderToPlayfield(Slider slider, ObjectPositionInfo objectPositionInfo)
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private static Vector2 clampSliderToPlayfield(Slider slider, ObjectPositionInfoInternal objectPositionInfo)
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{
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var possibleMovementBounds = calculatePossibleMovementBounds(slider);
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@ -286,7 +286,7 @@ namespace osu.Game.Rulesets.Osu.Utils
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);
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}
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public interface IObjectPositionInfo
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public class ObjectPositionInfo
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{
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/// <summary>
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/// The jump angle from the previous hit object to this one, relative to the previous hit object's jump angle.
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@ -298,7 +298,7 @@ namespace osu.Game.Rulesets.Osu.Utils
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/// If <see cref="RelativeAngle"/> is 0, the player's cursor doesn't need to change its direction of movement when passing
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/// the previous object to reach this one.
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/// </example>
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float RelativeAngle { get; set; }
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public float RelativeAngle { get; set; }
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/// <summary>
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/// The jump distance from the previous hit object to this one.
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@ -306,32 +306,33 @@ namespace osu.Game.Rulesets.Osu.Utils
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/// <remarks>
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/// <see cref="DistanceFromPrevious"/> of the first hit object in a beatmap is relative to the playfield center.
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/// </remarks>
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float DistanceFromPrevious { get; set; }
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/// <summary>
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/// The hit object associated with this <see cref="IObjectPositionInfo"/>.
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/// </summary>
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OsuHitObject HitObject { get; }
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}
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private class ObjectPositionInfo : IObjectPositionInfo
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{
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public float RelativeAngle { get; set; }
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public float DistanceFromPrevious { get; set; }
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public Vector2 PositionOriginal { get; }
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public Vector2 PositionModified { get; set; }
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public Vector2 EndPositionModified { get; set; }
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/// <summary>
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/// The hit object associated with this <see cref="ObjectPositionInfo"/>.
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/// </summary>
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public OsuHitObject HitObject { get; }
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public ObjectPositionInfo(OsuHitObject hitObject)
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{
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PositionModified = PositionOriginal = hitObject.Position;
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EndPositionModified = hitObject.EndPosition;
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HitObject = hitObject;
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}
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}
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private class ObjectPositionInfoInternal : ObjectPositionInfo
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{
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public Vector2 PositionOriginal { get; }
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public Vector2 PositionModified { get; set; }
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public Vector2 EndPositionModified { get; set; }
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public ObjectPositionInfoInternal(ObjectPositionInfo original)
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: base(original.HitObject)
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{
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RelativeAngle = original.RelativeAngle;
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DistanceFromPrevious = original.DistanceFromPrevious;
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PositionModified = PositionOriginal = HitObject.Position;
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EndPositionModified = HitObject.EndPosition;
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}
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}
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}
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}
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