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Separate the two nested classes
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5e36383258
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@ -60,12 +60,12 @@ namespace osu.Game.Rulesets.Osu.Utils
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/// <returns>The repositioned hit objects.</returns>
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public static List<OsuHitObject> RepositionHitObjects(IEnumerable<ObjectPositionInfo> objectPositionInfos)
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{
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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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List<WorkingObject> workingObjects = objectPositionInfos.Select(o => new WorkingObject(o)).ToList();
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WorkingObject? previous = null;
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for (int i = 0; i < positionInfos.Count; i++)
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for (int i = 0; i < workingObjects.Count; i++)
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{
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var current = positionInfos[i];
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var current = workingObjects[i];
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var hitObject = current.HitObject;
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if (hitObject is Spinner)
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@ -74,7 +74,7 @@ namespace osu.Game.Rulesets.Osu.Utils
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continue;
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}
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computeModifiedPosition(current, previous, i > 1 ? positionInfos[i - 2] : null);
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computeModifiedPosition(current, previous, i > 1 ? workingObjects[i - 2] : null);
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// Move hit objects back into the playfield if they are outside of it
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Vector2 shift = Vector2.Zero;
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@ -97,9 +97,9 @@ namespace osu.Game.Rulesets.Osu.Utils
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for (int j = i - 1; j >= i - preceding_hitobjects_to_shift && j >= 0; j--)
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{
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// only shift hit circles
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if (!(positionInfos[j].HitObject is HitCircle)) break;
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if (!(workingObjects[j].HitObject is HitCircle)) break;
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toBeShifted.Add(positionInfos[j].HitObject);
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toBeShifted.Add(workingObjects[j].HitObject);
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}
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if (toBeShifted.Count > 0)
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@ -109,16 +109,16 @@ namespace osu.Game.Rulesets.Osu.Utils
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previous = current;
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}
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return positionInfos.Select(p => p.HitObject).ToList();
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return workingObjects.Select(p => p.HitObject).ToList();
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}
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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="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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/// <param name="current">The <see cref="WorkingObject"/> representing the hit object to have the modified position computed for.</param>
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/// <param name="previous">The <see cref="WorkingObject"/> representing the hit object immediately preceding the current one.</param>
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/// <param name="beforePrevious">The <see cref="WorkingObject"/> representing the hit object immediately preceding the <paramref name="previous"/> one.</param>
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private static void computeModifiedPosition(WorkingObject current, WorkingObject? previous, WorkingObject? beforePrevious)
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{
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float previousAbsoluteAngle = 0f;
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@ -129,11 +129,11 @@ namespace osu.Game.Rulesets.Osu.Utils
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previousAbsoluteAngle = (float)Math.Atan2(relativePosition.Y, relativePosition.X);
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}
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float absoluteAngle = previousAbsoluteAngle + current.RelativeAngle;
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float absoluteAngle = previousAbsoluteAngle + current.PositionInfo.RelativeAngle;
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var posRelativeToPrev = new Vector2(
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current.DistanceFromPrevious * (float)Math.Cos(absoluteAngle),
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current.DistanceFromPrevious * (float)Math.Sin(absoluteAngle)
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current.PositionInfo.DistanceFromPrevious * (float)Math.Cos(absoluteAngle),
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current.PositionInfo.DistanceFromPrevious * (float)Math.Sin(absoluteAngle)
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);
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Vector2 lastEndPosition = previous?.EndPositionModified ?? playfield_centre;
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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, ObjectPositionInfoInternal objectPositionInfo)
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private static Vector2 clampHitCircleToPlayfield(HitCircle circle, WorkingObject 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, ObjectPositionInfoInternal objectPositionInfo)
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private static Vector2 clampSliderToPlayfield(Slider slider, WorkingObject objectPositionInfo)
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{
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var possibleMovementBounds = calculatePossibleMovementBounds(slider);
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@ -319,17 +319,18 @@ namespace osu.Game.Rulesets.Osu.Utils
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}
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}
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private class ObjectPositionInfoInternal : ObjectPositionInfo
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private class WorkingObject
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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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public ObjectPositionInfo PositionInfo { get; }
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public OsuHitObject HitObject => PositionInfo.HitObject;
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public WorkingObject(ObjectPositionInfo positionInfo)
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{
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RelativeAngle = original.RelativeAngle;
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DistanceFromPrevious = original.DistanceFromPrevious;
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PositionInfo = positionInfo;
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PositionModified = PositionOriginal = HitObject.Position;
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EndPositionModified = HitObject.EndPosition;
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}
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