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Explose + use the full calculated length of the path

This commit is contained in:
smoogipoo 2019-12-06 15:53:19 +09:00
parent 3358ab9f8a
commit b4e1b5fa98
3 changed files with 15 additions and 5 deletions

View File

@ -133,8 +133,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
private void updateSlider()
{
HitObject.Path.ExpectedDistance.Value = null;
HitObject.Path.ExpectedDistance.Value = composer?.GetSnappedDistanceFromDistance(HitObject.StartTime, (float)HitObject.Path.Distance) ?? (float)HitObject.Path.Distance;
HitObject.Path.ExpectedDistance.Value = composer?.GetSnappedDistanceFromDistance(HitObject.StartTime, (float)HitObject.Path.CalculatedDistance) ?? (float)HitObject.Path.CalculatedDistance;
bodyPiece.UpdateFrom(HitObject);
headCirclePiece.UpdateFrom(HitObject.HeadCircle);

View File

@ -114,8 +114,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
private void onNewControlPoints(Vector2[] controlPoints)
{
HitObject.Path.ExpectedDistance.Value = null;
HitObject.Path.ExpectedDistance.Value = composer?.GetSnappedDistanceFromDistance(HitObject.StartTime, (float)HitObject.Path.Distance) ?? (float)HitObject.Path.Distance;
HitObject.Path.ExpectedDistance.Value = composer?.GetSnappedDistanceFromDistance(HitObject.StartTime, (float)HitObject.Path.CalculatedDistance) ?? (float)HitObject.Path.CalculatedDistance;
UpdateHitObject();
}

View File

@ -103,6 +103,18 @@ namespace osu.Game.Rulesets.Objects
}
}
/// <summary>
/// The distance of the path prior to lengthening/shortening to account for <see cref="ExpectedDistance"/>.
/// </summary>
public double CalculatedDistance
{
get
{
ensureValid();
return calculatedLength;
}
}
/// <summary>
/// Computes the slider path until a given progress that ranges from 0 (beginning of the slider)
/// to 1 (end of the slider) and stores the generated path in the given list.
@ -251,7 +263,7 @@ namespace osu.Game.Rulesets.Objects
if (calculatedLength > expectedDistance)
{
// The path will be shortened further, in which case we should trim any more unnecessary lengths and their associated path segments
while (cumulativeLength.Count > 0 && cumulativeLength[cumulativeLength.Count - 1] > expectedDistance)
while (cumulativeLength.Count > 0 && cumulativeLength[cumulativeLength.Count - 1] >= expectedDistance)
{
cumulativeLength.RemoveAt(cumulativeLength.Count - 1);
calculatedPath.RemoveAt(pathEndIndex--);