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Initial game-wide update with the new SliderPath
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@ -77,12 +77,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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{
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Debug.Assert(placementControlPointIndex != null);
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Vector2 position = e.MousePosition - HitObject.Position;
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var controlPoints = HitObject.Path.ControlPoints.ToArray();
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controlPoints[placementControlPointIndex.Value] = position;
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onNewControlPoints(controlPoints);
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HitObject.Path.ControlPoints[placementControlPointIndex.Value].Position.Value = e.MousePosition - HitObject.Position;
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return true;
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}
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@ -97,15 +92,12 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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{
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position -= HitObject.Position;
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var controlPoints = new Vector2[HitObject.Path.ControlPoints.Length + 1];
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HitObject.Path.ControlPoints.CopyTo(controlPoints);
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int insertionIndex = 0;
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float minDistance = float.MaxValue;
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for (int i = 0; i < controlPoints.Length - 2; i++)
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for (int i = 0; i < HitObject.Path.ControlPoints.Count - 2; i++)
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{
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float dist = new Line(controlPoints[i], controlPoints[i + 1]).DistanceToPoint(position);
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float dist = new Line(HitObject.Path.ControlPoints[i].Position.Value, HitObject.Path.ControlPoints[i + 1].Position.Value).DistanceToPoint(position);
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if (dist < minDistance)
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{
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@ -115,20 +107,15 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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}
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// Move the control points from the insertion index onwards to make room for the insertion
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Array.Copy(controlPoints, insertionIndex, controlPoints, insertionIndex + 1, controlPoints.Length - insertionIndex - 1);
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controlPoints[insertionIndex] = position;
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onNewControlPoints(controlPoints);
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HitObject.Path.ControlPoints.Insert(insertionIndex, new PathControlPoint { Position = { Value = position } });
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return insertionIndex;
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}
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private void onNewControlPoints(Vector2[] controlPoints)
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{
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var unsnappedPath = new SliderPath(controlPoints.Length > 2 ? PathType.Bezier : PathType.Linear, controlPoints);
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var snappedDistance = composer?.GetSnappedDistanceFromDistance(HitObject.StartTime, (float)unsnappedPath.Distance) ?? (float)unsnappedPath.Distance;
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HitObject.Path = new SliderPath(unsnappedPath.Type, controlPoints, snappedDistance);
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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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UpdateHitObject();
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}
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