Dean Herbert
1a37543d28
Rename SliderVelocity
to SliderVelocityMultiplier
to distinguish from Velocity
2023-09-06 19:01:08 +09:00
OliBomby
d2d81bb82c
remove redundant zero check in sv calculation
2023-05-02 12:29:11 +02:00
OliBomby
79f3cfec91
fix 0 velocity juicestream
2023-04-30 16:43:26 +02:00
OliBomby
c44f71a737
remove all regular usage of DifficultyControlPoint
2023-04-26 17:55:38 +02:00
ekrctb
d664a66a37
Remove redundant canBeNull: true
2023-01-15 23:11:59 +09:00
ekrctb
a75fc5108a
Remove #nullable disable from Catch.Edit namespace
2023-01-15 17:29:32 +09:00
Dan Balasescu
7bc8908ca9
Partial everything
2022-11-27 00:00:27 +09:00
Dean Herbert
105aa01e7d
Update usages of RemoveInternal
2022-08-29 15:57:40 +09:00
Dan Balasescu
f8830c6850
Automated #nullable processing
2022-06-17 16:37:17 +09:00
ekrctb
7daa3d8eb7
Remove now-redundant velocity calculation
...
Velocity is computed from the up-to-date SV now.
2022-05-08 22:36:33 +09:00
ekrctb
37c9aac49f
Make ScrollingPath
use time instead of distance.
...
This is consistent as other components now use time instead of distance.
2022-05-08 22:36:33 +09:00
ekrctb
0e98bb28bd
Fix wrong resampling times are used for juice stream path
2022-05-08 22:36:33 +09:00
ekrctb
9ffa90602b
Automatically set slider velocity from juice stream path
2022-05-08 22:36:33 +09:00
ekrctb
4e0155fa4b
Make JuiceStreamPath
time based instead of distance based.
...
And remove the "slope limit" feature.
TODO: for a juice stream with a large slope, the slider velocity of the hit object should be changed.
2022-05-08 22:36:33 +09:00
Dean Herbert
6dcd9427ac
Remove bindable usage in PathControlPoint
...
This is quite a breaking change, but I think it is beneficial due to the large amount of usage of this class.
I originally intended just to remove the allocations of the two delegates handling the `Changed` flow internally, but as nothing was really using the bindables for anything more than a general "point has changed" case, this felt like a better direction.
2021-08-26 12:33:53 +09:00
ekrctb
bd3386e770
Fix previously placed vertices in juice stream placement
...
A different UX than not fixing vertices.
2021-07-23 10:18:37 +09:00
ekrctb
4509c8bcfb
Use the more consistent lastVertex
, with a comment
2021-07-23 10:13:55 +09:00
ekrctb
64102d2972
Add initial implementation of juice stream placement
2021-07-22 15:47:23 +09:00
ekrctb
d93bf5be80
Don't handle mouse down at fixed vertices
2021-07-22 12:58:39 +09:00
ekrctb
cc0110aa52
Add doc comment to VertexState
2021-07-21 13:17:18 +09:00
ekrctb
97fba5df58
Use existing method for the same code
2021-07-21 12:59:42 +09:00
ekrctb
ca3dfb2498
Fix comment
2021-07-21 12:53:48 +09:00
ekrctb
8586458704
Implement vertex deletion in juice stream selection blueprint
2021-07-19 22:53:32 +09:00
ekrctb
08f8d4e65e
Implement vertex addition in juice stream selection blueprint
2021-07-19 22:53:32 +09:00
ekrctb
8cc1630655
Add initial juice stream editing
2021-07-19 22:53:32 +09:00
ekrctb
c347584851
Use added utility function
2021-07-19 13:33:46 +09:00
ekrctb
7b21d1ecf9
Fix juice stream outline disappears away when start position is outside the screen.
2021-07-06 19:50:32 +09:00
ekrctb
2ba3003934
Add nested fruit outlines to juice stream selection blueprint
2021-07-06 17:15:51 +09:00
ekrctb
7833a1b09a
Allow FruitOutline
to be used for nested hit objects
2021-07-06 17:15:27 +09:00
ekrctb
7ef7c5148f
Add ScrollingPath
for visualization of the real path of a JuiceStream
2021-07-06 16:41:53 +09:00
ekrctb
125e143401
Fix banana shower placement outline initial opacity
2021-06-23 10:27:40 +09:00
ekrctb
5a5cb39c9f
Add some comments about logic
2021-06-23 10:27:40 +09:00
ekrctb
e96814bb86
Remove comment about using skin for blueprint
...
As the current game-wise direction is not using skin elements in blueprints.
The design of the blueprint could be improved somehow, though.
2021-06-23 09:37:30 +09:00
ekrctb
e8907b53a8
Add basic banana shower placement tool
2021-06-22 17:20:13 +09:00
ekrctb
0078d7dc18
Add outline to selected fruit
2021-06-22 17:20:13 +09:00