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Add function of computing position range occupied by hit objects
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.UI.Scrolling;
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using osuTK;
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@ -20,5 +23,41 @@ namespace osu.Game.Rulesets.Catch.Edit
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{
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return new Vector2(hitObject.OriginalX, hitObjectContainer.PositionAtTime(hitObject.StartTime));
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}
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/// <summary>
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/// Get the range of horizontal position occupied by the hit object.
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/// </summary>
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/// <remarks>
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/// <see cref="TinyDroplet"/>s are excluded and returns <see cref="PositionRange.EMPTY"/>.
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/// </remarks>
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public static PositionRange GetPositionRange(HitObject hitObject)
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{
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switch (hitObject)
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{
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case Fruit fruit:
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return new PositionRange(fruit.OriginalX);
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case Droplet droplet:
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return droplet is TinyDroplet ? PositionRange.EMPTY : new PositionRange(droplet.OriginalX);
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case JuiceStream _:
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return GetPositionRange(hitObject.NestedHitObjects);
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case BananaShower _:
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// A banana shower occupies the whole screen width.
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return new PositionRange(0, CatchPlayfield.WIDTH);
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default:
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return PositionRange.EMPTY;
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}
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}
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/// <summary>
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/// Get the range of horizontal position occupied by the hit objects.
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/// </summary>
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/// <remarks>
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/// <see cref="TinyDroplet"/>s are excluded.
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/// </remarks>
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public static PositionRange GetPositionRange(IEnumerable<HitObject> hitObjects) => hitObjects.Select(GetPositionRange).Aggregate(PositionRange.EMPTY, PositionRange.Union);
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}
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}
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33
osu.Game.Rulesets.Catch/Edit/PositionRange.cs
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33
osu.Game.Rulesets.Catch/Edit/PositionRange.cs
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@ -0,0 +1,33 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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#nullable enable
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namespace osu.Game.Rulesets.Catch.Edit
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{
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/// <summary>
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/// Represents a closed interval of horizontal positions in the playfield.
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/// </summary>
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public readonly struct PositionRange
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{
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public readonly float Min;
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public readonly float Max;
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public PositionRange(float value)
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: this(value, value)
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{
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}
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public PositionRange(float min, float max)
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{
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Min = min;
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Max = max;
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}
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public static PositionRange Union(PositionRange a, PositionRange b) => new PositionRange(Math.Min(a.Min, b.Min), Math.Max(a.Max, b.Max));
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public static readonly PositionRange EMPTY = new PositionRange(float.PositiveInfinity, float.NegativeInfinity);
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}
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}
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