mirror of
https://github.com/ppy/osu.git
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291 lines
9.2 KiB
C#
291 lines
9.2 KiB
C#
using System.Collections.Generic;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Osu.Objects.Drawables.Pieces;
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using OpenTK;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Transformations;
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using OpenTK.Graphics;
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using osu.Framework.Input;
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using OpenTK.Graphics.ES30;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Textures;
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namespace osu.Game.Modes.Osu.Objects.Drawables
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{
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class DrawableSlider : DrawableOsuHitObject
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{
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private Slider slider;
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private DrawableHitCircle startCircle;
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private Container ball;
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private Body body;
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public DrawableSlider(Slider s) : base(s)
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{
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slider = s;
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Origin = Anchor.TopLeft;
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Position = Vector2.Zero;
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RelativeSizeAxes = Axes.Both;
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Children = new Drawable[]
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{
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body = new Body(s)
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{
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Position = s.Position,
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},
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ball = new Ball(),
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startCircle = new DrawableHitCircle(new HitCircle
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{
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StartTime = s.StartTime,
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Position = s.Position,
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Colour = s.Colour,
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})
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{
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Depth = -1 //override time-based depth.
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},
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};
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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//force application of the state that was set before we loaded.
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UpdateState(State);
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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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ball.Alpha = Time.Current >= slider.StartTime && Time.Current <= slider.EndTime ? 1 : 0;
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double t = (Time.Current - slider.StartTime) / slider.Duration;
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if (slider.RepeatCount > 1)
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{
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int currentRepeat = (int)(t * slider.RepeatCount);
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t = (t * slider.RepeatCount) % 1;
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if (currentRepeat % 2 == 1)
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t = 1 - t;
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}
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ball.Position = slider.Curve.PositionAt(t);
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}
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protected override void CheckJudgement(bool userTriggered)
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{
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var j = Judgement as OsuJudgementInfo;
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var sc = startCircle.Judgement as OsuJudgementInfo;
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if (!userTriggered && Time.Current >= HitObject.EndTime)
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{
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j.Score = sc.Score;
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j.Result = sc.Result;
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}
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}
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protected override void UpdateState(ArmedState state)
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{
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base.UpdateState(state);
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Delay(HitObject.Duration);
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FadeOut(300);
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}
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private class Ball : Container
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{
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private Box follow;
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public Ball()
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{
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Masking = true;
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AutoSizeAxes = Axes.Both;
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BlendingMode = BlendingMode.Additive;
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Origin = Anchor.Centre;
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Children = new Drawable[]
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{
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follow = new Box
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{
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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Colour = Color4.Orange,
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Width = 64,
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Height = 64,
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},
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new Container
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{
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Masking = true,
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AutoSizeAxes = Axes.Both,
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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Colour = Color4.Cyan,
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CornerRadius = 32,
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Children = new[]
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{
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new Box
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{
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Width = 64,
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Height = 64,
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},
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}
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}
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};
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}
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private InputState lastState;
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
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{
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lastState = state;
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return base.OnMouseDown(state, args);
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}
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protected override bool OnMouseUp(InputState state, MouseUpEventArgs args)
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{
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lastState = state;
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return base.OnMouseUp(state, args);
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}
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protected override bool OnMouseMove(InputState state)
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{
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lastState = state;
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return base.OnMouseMove(state);
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}
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bool tracking;
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protected bool Tracking
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{
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get { return tracking; }
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set
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{
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if (value == tracking) return;
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tracking = value;
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follow.ScaleTo(tracking ? 2.4f : 1, 140, EasingTypes.Out);
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follow.FadeTo(tracking ? 0.8f : 0, 140, EasingTypes.Out);
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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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CornerRadius = DrawWidth / 2;
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Tracking = lastState != null && Contains(lastState.Mouse.NativeState.Position) && lastState.Mouse.HasMainButtonPressed;
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}
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}
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private class Body : Container
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{
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private Path path;
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private BufferedContainer container;
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private double? drawnProgress;
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private Slider slider;
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public Body(Slider s)
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{
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slider = s;
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Children = new Drawable[]
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{
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container = new BufferedContainer
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{
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CacheDrawnFrameBuffer = true,
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Children = new Drawable[]
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{
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path = new Path
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{
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Colour = s.Colour,
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BlendingMode = BlendingMode.None,
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},
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}
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}
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};
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container.Attach(RenderbufferInternalFormat.DepthComponent16);
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}
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[BackgroundDependencyLoader]
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private void load(TextureStore textures)
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{
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// Surprisingly, this looks somewhat okay and works well as a test for self-overlaps.
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// TODO: Don't do this.
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path.Texture = textures.Get(@"Menu/logo");
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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path.PathWidth = 32;
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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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if (updateSnaking())
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{
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// Autosizing does not give us the desired behaviour here.
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// We want the container to have the same size as the slider,
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// and to be positioned such that the slider head is at (0,0).
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container.Size = path.Size;
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container.Position = -path.HeadPosition;
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container.ForceRedraw();
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}
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}
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private bool updateSnaking()
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{
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double progress = MathHelper.Clamp((Time.Current - slider.StartTime + TIME_PREEMPT) / TIME_FADEIN, 0, 1);
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if (progress == drawnProgress) return false;
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bool madeChanges = false;
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if (progress == 0)
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{
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//if we have gone backwards, just clear the path for now.
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drawnProgress = 0;
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path.ClearVertices();
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madeChanges = true;
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}
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Vector2 startPosition = slider.Curve.PositionAt(0);
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if (drawnProgress == null)
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{
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drawnProgress = 0;
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path.AddVertex(slider.Curve.PositionAt(drawnProgress.Value) - startPosition);
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madeChanges = true;
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}
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double segmentSize = 1 / (slider.Curve.Length / 5);
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while (drawnProgress + segmentSize < progress)
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{
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drawnProgress += segmentSize;
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path.AddVertex(slider.Curve.PositionAt(drawnProgress.Value) - startPosition);
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madeChanges = true;
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}
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if (progress == 1 && drawnProgress != progress)
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{
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drawnProgress = progress;
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path.AddVertex(slider.Curve.PositionAt(drawnProgress.Value) - startPosition);
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madeChanges = true;
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}
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return madeChanges;
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}
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}
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}
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}
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