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https://github.com/osukey/osukey.git
synced 2025-08-04 23:24:04 +09:00
Make slider control points relative to start position
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@ -78,8 +78,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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bool isRepeatAtEnd = repeatPoint.RepeatIndex % 2 == 0;
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List<Vector2> curve = drawableSlider.Body.CurrentCurve;
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var positionOnCurve = isRepeatAtEnd ? end : start;
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Position = positionOnCurve - curve[0] + drawableSlider.HitObject.StackOffset;
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Position = isRepeatAtEnd ? end : start;
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if (curve.Count < 2)
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return;
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@ -90,10 +89,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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// find the next vector2 in the curve which is not equal to our current position to infer a rotation.
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for (int i = searchStart; i >= 0 && i < curve.Count; i += direction)
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{
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if (curve[i] == positionOnCurve)
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if (curve[i] == Position)
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continue;
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Rotation = MathHelper.RadiansToDegrees((float)Math.Atan2(curve[i].Y - positionOnCurve.Y, curve[i].X - positionOnCurve.X));
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Rotation = MathHelper.RadiansToDegrees((float)Math.Atan2(curve[i].Y - Position.Y, curve[i].X - Position.X));
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break;
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}
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}
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@ -12,6 +12,7 @@ using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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@ -53,8 +54,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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AlwaysPresent = true,
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Alpha = 0
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},
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HeadCircle = new DrawableHitCircle(s.HeadCircle) { Position = s.HeadCircle.StackedPosition },
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tail = new DrawableSliderTail(s.TailCircle) { Position = s.TailCircle.StackedPosition }
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HeadCircle = new DrawableHitCircle(s.HeadCircle) { Position = s.HeadCircle.Position - s.Position },
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tail = new DrawableSliderTail(s.TailCircle) { Position = s.TailCircle.Position - s.Position }
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};
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components.Add(Body);
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@ -67,10 +68,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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foreach (var tick in s.NestedHitObjects.OfType<SliderTick>())
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{
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var drawableTick = new DrawableSliderTick(tick)
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{
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Position = tick.StackedPosition
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};
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var drawableTick = new DrawableSliderTick(tick) { Position = tick.Position - s.Position };
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ticks.Add(drawableTick);
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components.Add(drawableTick);
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@ -79,10 +77,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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foreach (var repeatPoint in s.NestedHitObjects.OfType<RepeatPoint>())
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{
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var drawableRepeatPoint = new DrawableRepeatPoint(repeatPoint, this)
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{
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Position = repeatPoint.StackedPosition
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};
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var drawableRepeatPoint = new DrawableRepeatPoint(repeatPoint, this) { Position = repeatPoint.Position - s.Position };
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repeatPoints.Add(drawableRepeatPoint);
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components.Add(drawableRepeatPoint);
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@ -109,7 +104,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
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if (!HeadCircle.IsHit)
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HeadCircle.Position = slider.StackedPositionAt(completionProgress);
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HeadCircle.Position = slider.PositionAt(completionProgress);
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foreach (var c in components.OfType<ISliderProgress>()) c.UpdateProgress(completionProgress);
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foreach (var c in components.OfType<ITrackSnaking>()) c.UpdateSnakingPosition(slider.Curve.PositionAt(Body.SnakedStart ?? 0), slider.Curve.PositionAt(Body.SnakedEnd ?? 0));
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@ -6,6 +6,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input;
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using osu.Game.Rulesets.Objects.Types;
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using OpenTK;
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using OpenTK.Graphics;
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@ -141,7 +142,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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public void UpdateProgress(double completionProgress)
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{
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Position = slider.StackedPositionAt(completionProgress);
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Position = slider.PositionAt(completionProgress);
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}
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}
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}
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