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Merge branch 'master' into editor-hitobject-overlays
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@ -12,7 +12,6 @@ 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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@ -69,7 +68,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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var drawableTick = new DrawableSliderTick(tick)
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{
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Position = tick.Position
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Position = tick.StackedPosition
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};
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ticks.Add(drawableTick);
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@ -81,7 +80,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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var drawableRepeatPoint = new DrawableRepeatPoint(repeatPoint, this)
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{
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Position = repeatPoint.Position
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Position = repeatPoint.StackedPosition
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};
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repeatPoints.Add(drawableRepeatPoint);
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@ -97,7 +96,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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config.BindWith(OsuSetting.SnakingOutSliders, Body.SnakingOut);
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}
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private int currentSpan;
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public bool Tracking;
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protected override void Update()
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@ -106,16 +104,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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Tracking = Ball.Tracking;
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GetCurrentProgress(out int span, out double progress);
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if (span > currentSpan)
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currentSpan = span;
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double completionProgress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
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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.Curve.PositionAt(progress);
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HeadCircle.Position = slider.StackedPositionAt(completionProgress);
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foreach (var c in components.OfType<ISliderProgress>()) c.UpdateProgress(progress, span);
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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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foreach (var t in components.OfType<IRequireTracking>()) t.Tracking = Ball.Tracking;
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}
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