diff --git a/osu.Game.Rulesets.Osu/Utils/OsuHitObjectGenerationUtils_Reposition.cs b/osu.Game.Rulesets.Osu/Utils/OsuHitObjectGenerationUtils_Reposition.cs
index 37a12b20b4..94f4f154bd 100644
--- a/osu.Game.Rulesets.Osu/Utils/OsuHitObjectGenerationUtils_Reposition.cs
+++ b/osu.Game.Rulesets.Osu/Utils/OsuHitObjectGenerationUtils_Reposition.cs
@@ -60,12 +60,12 @@ namespace osu.Game.Rulesets.Osu.Utils
/// The repositioned hit objects.
public static List RepositionHitObjects(IEnumerable objectPositionInfos)
{
- List positionInfos = objectPositionInfos.Select(o => new ObjectPositionInfoInternal(o)).ToList();
- ObjectPositionInfoInternal? previous = null;
+ List workingObjects = objectPositionInfos.Select(o => new WorkingObject(o)).ToList();
+ WorkingObject? previous = null;
- for (int i = 0; i < positionInfos.Count; i++)
+ for (int i = 0; i < workingObjects.Count; i++)
{
- var current = positionInfos[i];
+ var current = workingObjects[i];
var hitObject = current.HitObject;
if (hitObject is Spinner)
@@ -74,7 +74,7 @@ namespace osu.Game.Rulesets.Osu.Utils
continue;
}
- computeModifiedPosition(current, previous, i > 1 ? positionInfos[i - 2] : null);
+ computeModifiedPosition(current, previous, i > 1 ? workingObjects[i - 2] : null);
// Move hit objects back into the playfield if they are outside of it
Vector2 shift = Vector2.Zero;
@@ -97,9 +97,9 @@ namespace osu.Game.Rulesets.Osu.Utils
for (int j = i - 1; j >= i - preceding_hitobjects_to_shift && j >= 0; j--)
{
// only shift hit circles
- if (!(positionInfos[j].HitObject is HitCircle)) break;
+ if (!(workingObjects[j].HitObject is HitCircle)) break;
- toBeShifted.Add(positionInfos[j].HitObject);
+ toBeShifted.Add(workingObjects[j].HitObject);
}
if (toBeShifted.Count > 0)
@@ -109,16 +109,16 @@ namespace osu.Game.Rulesets.Osu.Utils
previous = current;
}
- return positionInfos.Select(p => p.HitObject).ToList();
+ return workingObjects.Select(p => p.HitObject).ToList();
}
///
/// Compute the modified position of a hit object while attempting to keep it inside the playfield.
///
- /// The representing the hit object to have the modified position computed for.
- /// The representing the hit object immediately preceding the current one.
- /// The representing the hit object immediately preceding the one.
- private static void computeModifiedPosition(ObjectPositionInfoInternal current, ObjectPositionInfoInternal? previous, ObjectPositionInfoInternal? beforePrevious)
+ /// The representing the hit object to have the modified position computed for.
+ /// The representing the hit object immediately preceding the current one.
+ /// The representing the hit object immediately preceding the one.
+ private static void computeModifiedPosition(WorkingObject current, WorkingObject? previous, WorkingObject? beforePrevious)
{
float previousAbsoluteAngle = 0f;
@@ -129,11 +129,11 @@ namespace osu.Game.Rulesets.Osu.Utils
previousAbsoluteAngle = (float)Math.Atan2(relativePosition.Y, relativePosition.X);
}
- float absoluteAngle = previousAbsoluteAngle + current.RelativeAngle;
+ float absoluteAngle = previousAbsoluteAngle + current.PositionInfo.RelativeAngle;
var posRelativeToPrev = new Vector2(
- current.DistanceFromPrevious * (float)Math.Cos(absoluteAngle),
- current.DistanceFromPrevious * (float)Math.Sin(absoluteAngle)
+ current.PositionInfo.DistanceFromPrevious * (float)Math.Cos(absoluteAngle),
+ current.PositionInfo.DistanceFromPrevious * (float)Math.Sin(absoluteAngle)
);
Vector2 lastEndPosition = previous?.EndPositionModified ?? playfield_centre;
@@ -147,7 +147,7 @@ namespace osu.Game.Rulesets.Osu.Utils
/// Move the modified position of a hit circle so that it fits inside the playfield.
///
/// The deviation from the original modified position in order to fit within the playfield.
- private static Vector2 clampHitCircleToPlayfield(HitCircle circle, ObjectPositionInfoInternal objectPositionInfo)
+ private static Vector2 clampHitCircleToPlayfield(HitCircle circle, WorkingObject objectPositionInfo)
{
var previousPosition = objectPositionInfo.PositionModified;
objectPositionInfo.EndPositionModified = objectPositionInfo.PositionModified = clampToPlayfieldWithPadding(
@@ -164,7 +164,7 @@ namespace osu.Game.Rulesets.Osu.Utils
/// Moves the and all necessary nested s into the if they aren't already.
///
/// The deviation from the original modified position in order to fit within the playfield.
- private static Vector2 clampSliderToPlayfield(Slider slider, ObjectPositionInfoInternal objectPositionInfo)
+ private static Vector2 clampSliderToPlayfield(Slider slider, WorkingObject objectPositionInfo)
{
var possibleMovementBounds = calculatePossibleMovementBounds(slider);
@@ -319,17 +319,18 @@ namespace osu.Game.Rulesets.Osu.Utils
}
}
- private class ObjectPositionInfoInternal : ObjectPositionInfo
+ private class WorkingObject
{
public Vector2 PositionOriginal { get; }
public Vector2 PositionModified { get; set; }
public Vector2 EndPositionModified { get; set; }
- public ObjectPositionInfoInternal(ObjectPositionInfo original)
- : base(original.HitObject)
+ public ObjectPositionInfo PositionInfo { get; }
+ public OsuHitObject HitObject => PositionInfo.HitObject;
+
+ public WorkingObject(ObjectPositionInfo positionInfo)
{
- RelativeAngle = original.RelativeAngle;
- DistanceFromPrevious = original.DistanceFromPrevious;
+ PositionInfo = positionInfo;
PositionModified = PositionOriginal = HitObject.Position;
EndPositionModified = HitObject.EndPosition;
}