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Explose + use the full calculated length of the path
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@ -133,8 +133,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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private void updateSlider()
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{
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HitObject.Path.ExpectedDistance.Value = null;
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HitObject.Path.ExpectedDistance.Value = composer?.GetSnappedDistanceFromDistance(HitObject.StartTime, (float)HitObject.Path.Distance) ?? (float)HitObject.Path.Distance;
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HitObject.Path.ExpectedDistance.Value = composer?.GetSnappedDistanceFromDistance(HitObject.StartTime, (float)HitObject.Path.CalculatedDistance) ?? (float)HitObject.Path.CalculatedDistance;
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bodyPiece.UpdateFrom(HitObject);
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headCirclePiece.UpdateFrom(HitObject.HeadCircle);
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@ -114,8 +114,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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private void onNewControlPoints(Vector2[] controlPoints)
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{
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HitObject.Path.ExpectedDistance.Value = null;
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HitObject.Path.ExpectedDistance.Value = composer?.GetSnappedDistanceFromDistance(HitObject.StartTime, (float)HitObject.Path.Distance) ?? (float)HitObject.Path.Distance;
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HitObject.Path.ExpectedDistance.Value = composer?.GetSnappedDistanceFromDistance(HitObject.StartTime, (float)HitObject.Path.CalculatedDistance) ?? (float)HitObject.Path.CalculatedDistance;
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UpdateHitObject();
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}
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@ -103,6 +103,18 @@ namespace osu.Game.Rulesets.Objects
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}
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}
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/// <summary>
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/// The distance of the path prior to lengthening/shortening to account for <see cref="ExpectedDistance"/>.
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/// </summary>
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public double CalculatedDistance
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{
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get
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{
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ensureValid();
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return calculatedLength;
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}
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}
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/// <summary>
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/// Computes the slider path until a given progress that ranges from 0 (beginning of the slider)
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/// to 1 (end of the slider) and stores the generated path in the given list.
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@ -251,7 +263,7 @@ namespace osu.Game.Rulesets.Objects
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if (calculatedLength > expectedDistance)
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{
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// The path will be shortened further, in which case we should trim any more unnecessary lengths and their associated path segments
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while (cumulativeLength.Count > 0 && cumulativeLength[cumulativeLength.Count - 1] > expectedDistance)
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while (cumulativeLength.Count > 0 && cumulativeLength[cumulativeLength.Count - 1] >= expectedDistance)
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{
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cumulativeLength.RemoveAt(cumulativeLength.Count - 1);
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calculatedPath.RemoveAt(pathEndIndex--);
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