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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.
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@ -12,22 +12,22 @@ namespace osu.Game.Rulesets.Catch.Objects
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/// </summary>
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public readonly struct JuiceStreamPathVertex : IComparable<JuiceStreamPathVertex>
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{
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public readonly double Distance;
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public readonly double Time;
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public readonly float X;
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public JuiceStreamPathVertex(double distance, float x)
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public JuiceStreamPathVertex(double time, float x)
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{
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Distance = distance;
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Time = time;
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X = x;
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}
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public int CompareTo(JuiceStreamPathVertex other)
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{
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int c = Distance.CompareTo(other.Distance);
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int c = Time.CompareTo(other.Time);
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return c != 0 ? c : X.CompareTo(other.X);
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}
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public override string ToString() => $"({Distance}, {X})";
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public override string ToString() => $"({Time}, {X})";
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}
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}
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