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Make hitobject pieces able to update dynamically
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parent
4fc37d1137
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25
osu.Game.Rulesets.Osu/Edit/Blueprints/BlueprintPiece.cs
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25
osu.Game.Rulesets.Osu/Edit/Blueprints/BlueprintPiece.cs
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@ -0,0 +1,25 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints
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{
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/// <summary>
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/// A piece of a selection or placement blueprint which visualises an <see cref="OsuHitObject"/>.
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/// </summary>
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/// <typeparam name="T">The type of <see cref="OsuHitObject"/> which this <see cref="BlueprintPiece{T}"/> visualises.</typeparam>
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public abstract class BlueprintPiece<T> : CompositeDrawable
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where T : OsuHitObject
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{
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/// <summary>
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/// Updates this <see cref="BlueprintPiece{T}"/> using the properties of a <see cref="OsuHitObject"/>.
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/// </summary>
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/// <param name="hitObject">The <see cref="OsuHitObject"/> to reference properties from.</param>
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public virtual void UpdateFrom(T hitObject)
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{
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Position = hitObject.Position;
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}
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}
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}
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@ -3,7 +3,6 @@
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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@ -11,17 +10,13 @@ using osuTK;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components
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{
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public class HitCirclePiece : CompositeDrawable
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public class HitCirclePiece : BlueprintPiece<HitCircle>
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{
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private readonly HitCircle hitCircle;
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public HitCirclePiece(HitCircle hitCircle)
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public HitCirclePiece()
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{
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this.hitCircle = hitCircle;
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Origin = Anchor.Centre;
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Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
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Scale = new Vector2(hitCircle.Scale);
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CornerRadius = Size.X / 2;
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InternalChild = new RingPiece();
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@ -33,14 +28,11 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components
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Colour = colours.Yellow;
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}
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protected override void Update()
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public override void UpdateFrom(HitCircle hitObject)
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{
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base.Update();
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base.UpdateFrom(hitObject);
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UpdatePosition();
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Scale = new Vector2(hitCircle.Scale);
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Scale = new Vector2(hitObject.Scale);
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}
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protected virtual void UpdatePosition() => Position = hitCircle.StackedPosition;
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}
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}
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@ -13,10 +13,12 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles
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{
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public new HitCircle HitObject => (HitCircle)base.HitObject;
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private readonly HitCirclePiece circlePiece;
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public HitCirclePlacementBlueprint()
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: base(new HitCircle())
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{
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InternalChild = new HitCirclePiece(HitObject);
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InternalChild = circlePiece = new HitCirclePiece();
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}
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protected override void LoadComplete()
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@ -27,6 +29,13 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles
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HitObject.Position = Parent?.ToLocalSpace(GetContainingInputManager().CurrentState.Mouse.Position) ?? Vector2.Zero;
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}
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protected override void Update()
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{
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base.Update();
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circlePiece.UpdateFrom(HitObject);
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}
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protected override bool OnClick(ClickEvent e)
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{
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HitObject.StartTime = EditorClock.CurrentTime;
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@ -7,12 +7,21 @@ using osu.Game.Rulesets.Osu.Objects.Drawables;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles
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{
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public class HitCircleSelectionBlueprint : OsuSelectionBlueprint
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public class HitCircleSelectionBlueprint : OsuSelectionBlueprint<HitCircle>
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{
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private readonly HitCirclePiece circlePiece;
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public HitCircleSelectionBlueprint(DrawableHitCircle hitCircle)
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: base(hitCircle)
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{
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InternalChild = new HitCirclePiece((HitCircle)hitCircle.HitObject);
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InternalChild = circlePiece = new HitCirclePiece();
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}
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protected override void Update()
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{
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base.Update();
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circlePiece.UpdateFrom(HitObject);
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}
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}
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}
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@ -7,11 +7,12 @@ using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints
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{
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public class OsuSelectionBlueprint : SelectionBlueprint
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public abstract class OsuSelectionBlueprint<T> : SelectionBlueprint
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where T : OsuHitObject
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{
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protected OsuHitObject OsuObject => (OsuHitObject)HitObject.HitObject;
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protected new T HitObject => (T)base.HitObject.HitObject;
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public OsuSelectionBlueprint(DrawableHitObject hitObject)
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protected OsuSelectionBlueprint(DrawableHitObject hitObject)
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: base(hitObject)
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{
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}
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@ -14,7 +14,7 @@ using osuTK;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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{
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public class PathControlPointPiece : CompositeDrawable
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public class PathControlPointPiece : BlueprintPiece<Slider>
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{
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private readonly Slider slider;
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private readonly int index;
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@ -3,7 +3,6 @@
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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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@ -12,18 +11,15 @@ using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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{
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public class SliderBodyPiece : CompositeDrawable
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public class SliderBodyPiece : BlueprintPiece<Slider>
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{
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private readonly Slider slider;
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private readonly ManualSliderBody body;
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public SliderBodyPiece(Slider slider)
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public SliderBodyPiece()
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{
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this.slider = slider;
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InternalChild = body = new ManualSliderBody
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{
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AccentColour = Color4.Transparent,
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AccentColour = Color4.Transparent
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};
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}
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@ -33,17 +29,14 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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body.BorderColour = colours.Yellow;
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}
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private void updatePosition() => Position = slider.StackedPosition;
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protected override void Update()
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public override void UpdateFrom(Slider hitObject)
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{
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base.Update();
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base.UpdateFrom(hitObject);
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Position = slider.StackedPosition;
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body.PathRadius = slider.Scale * OsuHitObject.OBJECT_RADIUS;
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body.PathRadius = hitObject.Scale * OsuHitObject.OBJECT_RADIUS;
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var vertices = new List<Vector2>();
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slider.Path.GetPathToProgress(vertices, 0, 1);
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hitObject.Path.GetPathToProgress(vertices, 0, 1);
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body.SetVertices(vertices);
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@ -1,35 +0,0 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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{
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public class SliderCirclePiece : HitCirclePiece
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{
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private readonly Slider slider;
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private readonly SliderPosition position;
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public SliderCirclePiece(Slider slider, SliderPosition position)
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: base(slider.HeadCircle)
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{
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this.slider = slider;
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this.position = position;
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}
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protected override void UpdatePosition()
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{
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switch (position)
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{
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case SliderPosition.Start:
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Position = slider.StackedPosition + slider.Path.PositionAt(0);
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break;
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case SliderPosition.End:
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Position = slider.StackedPosition + slider.Path.PositionAt(1);
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break;
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}
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}
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}
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}
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@ -1,22 +1,33 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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{
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public class SliderCircleSelectionBlueprint : OsuSelectionBlueprint
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public class SliderCircleSelectionBlueprint : OsuSelectionBlueprint<Slider>
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{
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public SliderCircleSelectionBlueprint(DrawableOsuHitObject hitObject, Slider slider, SliderPosition position)
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: base(hitObject)
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private readonly SliderPosition position;
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private readonly HitCirclePiece circlePiece;
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public SliderCircleSelectionBlueprint(DrawableSlider slider, SliderPosition position)
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: base(slider)
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{
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InternalChild = new SliderCirclePiece(slider, position);
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this.position = position;
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InternalChild = circlePiece = new HitCirclePiece();
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Select();
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}
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protected override void Update()
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{
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base.Update();
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circlePiece.UpdateFrom(position == SliderPosition.Start ? HitObject.HeadCircle : HitObject.TailCircle);
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}
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// Todo: This is temporary, since the slider circle masks don't do anything special yet. In the future they will handle input.
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public override bool HandlePositionalInput => false;
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}
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@ -11,6 +11,7 @@ using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components;
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using osuTK;
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using osuTK.Input;
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@ -21,6 +22,10 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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{
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public new Objects.Slider HitObject => (Objects.Slider)base.HitObject;
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private SliderBodyPiece bodyPiece;
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private HitCirclePiece headCirclePiece;
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private HitCirclePiece tailCirclePiece;
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private readonly List<Segment> segments = new List<Segment>();
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private Vector2 cursor;
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@ -38,9 +43,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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{
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InternalChildren = new Drawable[]
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{
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new SliderBodyPiece(HitObject),
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new SliderCirclePiece(HitObject, SliderPosition.Start),
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new SliderCirclePiece(HitObject, SliderPosition.End),
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bodyPiece = new SliderBodyPiece(),
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headCirclePiece = new HitCirclePiece(),
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tailCirclePiece = new HitCirclePiece(),
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new PathControlPointVisualiser(HitObject),
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};
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@ -130,6 +135,10 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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{
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var newControlPoints = segments.SelectMany(s => s.ControlPoints).Concat(cursor.Yield()).ToArray();
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HitObject.Path = new SliderPath(newControlPoints.Length > 2 ? PathType.Bezier : PathType.Linear, newControlPoints);
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bodyPiece.UpdateFrom(HitObject);
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headCirclePiece.UpdateFrom(HitObject.HeadCircle);
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tailCirclePiece.UpdateFrom(HitObject.TailCircle);
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}
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private void setState(PlacementState newState)
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@ -9,8 +9,9 @@ using osuTK;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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{
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public class SliderSelectionBlueprint : OsuSelectionBlueprint
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public class SliderSelectionBlueprint : OsuSelectionBlueprint<Slider>
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{
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private readonly SliderBodyPiece bodyPiece;
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private readonly SliderCircleSelectionBlueprint headBlueprint;
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public SliderSelectionBlueprint(DrawableSlider slider)
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@ -20,13 +21,20 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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InternalChildren = new Drawable[]
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{
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new SliderBodyPiece(sliderObject),
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headBlueprint = new SliderCircleSelectionBlueprint(slider.HeadCircle, sliderObject, SliderPosition.Start),
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new SliderCircleSelectionBlueprint(slider.TailCircle, sliderObject, SliderPosition.End),
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bodyPiece = new SliderBodyPiece(),
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headBlueprint = new SliderCircleSelectionBlueprint(slider, SliderPosition.Start),
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new SliderCircleSelectionBlueprint(slider, SliderPosition.End),
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new PathControlPointVisualiser(sliderObject),
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};
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}
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protected override void Update()
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{
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base.Update();
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bodyPiece.UpdateFrom(HitObject);
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}
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public override Vector2 SelectionPoint => headBlueprint.SelectionPoint;
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}
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}
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Spinners.Components
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{
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public class SpinnerPiece : CompositeDrawable
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public class SpinnerPiece : BlueprintPiece<Spinner>
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{
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private readonly Spinner spinner;
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private readonly CircularContainer circle;
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private readonly RingPiece ring;
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public SpinnerPiece(Spinner spinner)
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public SpinnerPiece()
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{
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this.spinner = spinner;
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Origin = Anchor.Centre;
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RelativeSizeAxes = Axes.Both;
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@ -43,8 +40,6 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Spinners.Components
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Origin = Anchor.Centre
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}
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};
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ring.Scale = new Vector2(spinner.Scale);
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}
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[BackgroundDependencyLoader]
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@ -53,12 +48,11 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Spinners.Components
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Colour = colours.Yellow;
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}
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protected override void Update()
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public override void UpdateFrom(Spinner hitObject)
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{
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base.Update();
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base.UpdateFrom(hitObject);
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Position = spinner.Position;
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ring.Scale = new Vector2(spinner.Scale);
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ring.Scale = new Vector2(hitObject.Scale);
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => circle.ReceivePositionalInputAt(screenSpacePos);
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public SpinnerPlacementBlueprint()
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: base(new Spinner { Position = OsuPlayfield.BASE_SIZE / 2 })
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{
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InternalChild = piece = new SpinnerPiece(HitObject) { Alpha = 0.5f };
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InternalChild = piece = new SpinnerPiece { Alpha = 0.5f };
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}
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protected override void Update()
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{
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base.Update();
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piece.UpdateFrom(HitObject);
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}
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protected override bool OnClick(ClickEvent e)
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Spinners
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{
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public class SpinnerSelectionBlueprint : OsuSelectionBlueprint
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public class SpinnerSelectionBlueprint : OsuSelectionBlueprint<Spinner>
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{
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private readonly SpinnerPiece piece;
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public SpinnerSelectionBlueprint(DrawableSpinner spinner)
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: base(spinner)
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{
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InternalChild = piece = new SpinnerPiece((Spinner)spinner.HitObject);
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InternalChild = piece = new SpinnerPiece();
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}
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protected override void Update()
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{
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base.Update();
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piece.UpdateFrom(HitObject);
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => piece.ReceivePositionalInputAt(screenSpacePos);
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