diff --git a/osu.Game/Rulesets/Edit/SelectionBlueprint.cs b/osu.Game/Rulesets/Edit/SelectionBlueprint.cs index d36ed02210..3c878ffd33 100644 --- a/osu.Game/Rulesets/Edit/SelectionBlueprint.cs +++ b/osu.Game/Rulesets/Edit/SelectionBlueprint.cs @@ -136,7 +136,7 @@ namespace osu.Game.Rulesets.Edit protected virtual Vector2[] ScreenSpaceAdditionalNodes => Array.Empty(); /// - /// The screen-space collection of base points that cause this to be selected via a drag. + /// The screen-space collection of base points on this that other objects can be snapped to. /// The first element of this collection is /// public Vector2[] ScreenSpaceSnapPoints => ScreenSpaceAdditionalNodes.Prepend(ScreenSpaceSelectionPoint).ToArray(); diff --git a/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs b/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs index 8cb5a1face..e4e67d10d7 100644 --- a/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs +++ b/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs @@ -513,10 +513,10 @@ namespace osu.Game.Screens.Edit.Compose.Components /// /// Check for positional snap for given blueprint. /// - /// The blueprint to check for snapping - /// Distance travelled since start of dragging action. - /// The selection positions of blueprint before start of dragging action. - /// Whether found object to snap to. + /// The blueprint to check for snapping. + /// Distance travelled since start of dragging action. + /// The snap positions of blueprint before start of dragging action. + /// Whether an object to snap to was found. private bool checkSnappingBlueprintToNearbyObjects(SelectionBlueprint blueprint, Vector2 distanceTravelled, Vector2[] originalPositions) { var currentPositions = blueprint.ScreenSpaceSnapPoints;