Move remaining positioning logic local to hold note blueprint

This commit is contained in:
Dean Herbert
2020-05-20 19:52:57 +09:00
parent 2f78866dfb
commit 26fb779f4d
2 changed files with 20 additions and 43 deletions

View File

@ -2,11 +2,13 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Input.Events;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Mania.Edit.Blueprints.Components;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.UI.Scrolling;
using osuTK;
using osuTK.Input;
@ -37,8 +39,8 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
if (Column != null)
{
headPiece.Y = PositionAt(HitObject.StartTime);
tailPiece.Y = PositionAt(HitObject.EndTime);
headPiece.Y = positionAt(HitObject.StartTime);
tailPiece.Y = positionAt(HitObject.EndTime);
}
var topPosition = new Vector2(headPiece.DrawPosition.X, Math.Min(headPiece.DrawPosition.Y, tailPiece.DrawPosition.Y));
@ -84,5 +86,21 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
originalStartTime = HitObject.StartTime = startTime;
}
}
[Resolved]
private IScrollingInfo scrollingInfo { get; set; }
private float positionAt(double time)
{
var pos = scrollingInfo.Algorithm.PositionAt(time,
EditorClock.CurrentTime,
scrollingInfo.TimeRange.Value,
Column.HitObjectContainer.DrawHeight);
if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
pos = Column.HitObjectContainer.DrawHeight - pos;
return Column.HitObjectContainer.ToSpaceOfOtherDrawable(new Vector2(0, pos), Parent).Y;
}
}
}