mirror of
https://github.com/ppy/osu.git
synced 2025-02-21 20:53:04 +08:00
Rename PathWidth to PathRadius
This commit is contained in:
parent
b2f4850275
commit
b3e046c4d1
@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
|
|||||||
path = new SmoothPath
|
path = new SmoothPath
|
||||||
{
|
{
|
||||||
Anchor = Anchor.Centre,
|
Anchor = Anchor.Centre,
|
||||||
PathWidth = 1
|
PathRadius = 1
|
||||||
},
|
},
|
||||||
marker = new CircularContainer
|
marker = new CircularContainer
|
||||||
{
|
{
|
||||||
|
@ -21,8 +21,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
|
|||||||
|
|
||||||
public float PathWidth
|
public float PathWidth
|
||||||
{
|
{
|
||||||
get => path.PathWidth;
|
get => path.PathRadius;
|
||||||
set => path.PathWidth = value;
|
set => path.PathRadius = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -69,7 +69,7 @@ namespace osu.Game.Graphics.UserInterface
|
|||||||
{
|
{
|
||||||
Masking = true,
|
Masking = true,
|
||||||
RelativeSizeAxes = Axes.Both,
|
RelativeSizeAxes = Axes.Both,
|
||||||
Child = path = new SmoothPath { RelativeSizeAxes = Axes.Both, PathWidth = 1 }
|
Child = path = new SmoothPath { RelativeSizeAxes = Axes.Both, PathRadius = 1 }
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -104,8 +104,8 @@ namespace osu.Game.Graphics.UserInterface
|
|||||||
{
|
{
|
||||||
// Make sure that we are accounting for path width when calculating vertex positions
|
// Make sure that we are accounting for path width when calculating vertex positions
|
||||||
// We need to apply 2x the path radius to account for it because the full diameter of the line accounts into height
|
// We need to apply 2x the path radius to account for it because the full diameter of the line accounts into height
|
||||||
float x = (i + count - values.Length) / (float)(count - 1) * (DrawWidth - 2 * path.PathWidth);
|
float x = (i + count - values.Length) / (float)(count - 1) * (DrawWidth - 2 * path.PathRadius);
|
||||||
float y = GetYPosition(values[i]) * (DrawHeight - 2 * path.PathWidth);
|
float y = GetYPosition(values[i]) * (DrawHeight - 2 * path.PathRadius);
|
||||||
path.AddVertex(new Vector2(x, y));
|
path.AddVertex(new Vector2(x, y));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user