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Add StackedPosition/StackedEndPosition and offset slider curves by StackOffset.
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@ -28,7 +28,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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osuObject = h;
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Origin = Anchor.Centre;
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Position = osuObject.Position + h.StackOffset;
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Position = osuObject.StackedPosition;
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Scale = new Vector2(osuObject.Scale);
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Children = new Drawable[]
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@ -31,7 +31,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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{
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body = new SliderBody(s)
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{
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Position = s.Position + s.StackOffset,
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Position = s.StackedPosition,
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PathWidth = s.Scale * 64,
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},
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bouncer1 = new SliderBouncer(s, false)
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@ -41,7 +41,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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},
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bouncer2 = new SliderBouncer(s, true)
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{
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Position = s.Position + s.StackOffset,
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Position = s.StackedPosition,
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Scale = new Vector2(s.Scale),
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},
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ball = new SliderBall(s)
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@ -51,7 +51,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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initialCircle = new DrawableHitCircle(new HitCircle
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{
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StartTime = s.StartTime,
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Position = s.Position + s.StackOffset,
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Position = s.StackedPosition,
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Scale = s.Scale,
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Colour = s.Colour,
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Sample = s.Sample,
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@ -89,11 +89,11 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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if (repeat % 2 == 1)
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progress = 1 - progress;
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bouncer2.Position = slider.Curve.PositionAt(body.SnakedEnd ?? 0) + slider.StackOffset;
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bouncer2.Position = slider.Curve.PositionAt(body.SnakedEnd ?? 0);
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//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
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if (initialCircle.Judgement?.Result != HitResult.Hit)
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initialCircle.Position = slider.Curve.PositionAt(progress) + slider.StackOffset;
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initialCircle.Position = slider.Curve.PositionAt(progress);
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components.ForEach(c => c.UpdateProgress(progress, repeat));
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}
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@ -26,7 +26,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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Direction = FlowDirection.VerticalOnly;
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Spacing = new Vector2(0, 2);
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Position = (h?.EndPosition ?? Vector2.Zero) + judgement.PositionOffset;
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Position = (h?.StackedEndPosition ?? Vector2.Zero) + judgement.PositionOffset;
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Children = new Drawable[]
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{
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@ -13,13 +13,18 @@ namespace osu.Game.Modes.Osu.Objects
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{
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public Vector2 Position { get; set; }
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public float Scale { get; set; } = 1;
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public Vector2 StackedPosition => Position + StackOffset;
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public virtual Vector2 EndPosition => Position;
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public int StackHeight { get; set; }
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public Vector2 StackedEndPosition => EndPosition + StackOffset;
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public virtual int StackHeight { get; set; }
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public Vector2 StackOffset => new Vector2(StackHeight * Scale * -6.4f);
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public float Scale { get; set; } = 1;
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public override void SetDefaultsFromBeatmap(Beatmap beatmap)
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{
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base.SetDefaultsFromBeatmap(beatmap);
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@ -12,6 +12,18 @@ namespace osu.Game.Modes.Osu.Objects
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public override Vector2 EndPosition => RepeatCount % 2 == 0 ? Position : Curve.PositionAt(1);
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private int stackHeight;
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public override int StackHeight
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{
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get { return stackHeight; }
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set
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{
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stackHeight = value;
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if (Curve != null)
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Curve.Offset = StackOffset;
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}
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}
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public double Velocity;
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public override void SetDefaultsFromBeatmap(Beatmap beatmap)
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@ -17,6 +17,8 @@ namespace osu.Game.Modes.Osu.Objects
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public CurveTypes CurveType;
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public Vector2 Offset;
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private List<Vector2> calculatedPath = new List<Vector2>();
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private List<double> cumulativeLength = new List<double>();
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@ -177,12 +179,12 @@ namespace osu.Game.Modes.Osu.Objects
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int i = 0;
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for (; i < calculatedPath.Count && cumulativeLength[i] < d0; ++i);
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path.Add(interpolateVertices(i, d0));
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path.Add(interpolateVertices(i, d0) + Offset);
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for (; i < calculatedPath.Count && cumulativeLength[i] <= d1; ++i)
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path.Add(calculatedPath[i]);
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path.Add(calculatedPath[i] + Offset);
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path.Add(interpolateVertices(i, d1));
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path.Add(interpolateVertices(i, d1) + Offset);
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}
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/// <summary>
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@ -194,7 +196,7 @@ namespace osu.Game.Modes.Osu.Objects
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public Vector2 PositionAt(double progress)
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{
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double d = progressToDistance(progress);
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return interpolateVertices(indexOfDistance(d), d);
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return interpolateVertices(indexOfDistance(d), d) + Offset;
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}
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}
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}
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