Fix distance snap grid showing incorrect colouring

Now matches timeline colours (based on timing point).
This commit is contained in:
Dean Herbert
2020-01-28 11:59:21 +09:00
parent 9a2867d3d9
commit 29daabb40a
3 changed files with 34 additions and 31 deletions

View File

@ -16,7 +16,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
{
}
protected override void CreateContent(Vector2 startPosition)
protected override void CreateContent()
{
const float crosshair_thickness = 1;
const float crosshair_max_size = 10;
@ -26,7 +26,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
new Box
{
Origin = Anchor.Centre,
Position = startPosition,
Position = StartPosition,
Width = crosshair_thickness,
EdgeSmoothness = new Vector2(1),
Height = Math.Min(crosshair_max_size, DistanceSpacing * 2),
@ -34,15 +34,15 @@ namespace osu.Game.Screens.Edit.Compose.Components
new Box
{
Origin = Anchor.Centre,
Position = startPosition,
Position = StartPosition,
EdgeSmoothness = new Vector2(1),
Width = Math.Min(crosshair_max_size, DistanceSpacing * 2),
Height = crosshair_thickness,
}
});
float dx = Math.Max(startPosition.X, DrawWidth - startPosition.X);
float dy = Math.Max(startPosition.Y, DrawHeight - startPosition.Y);
float dx = Math.Max(StartPosition.X, DrawWidth - StartPosition.X);
float dy = Math.Max(StartPosition.Y, DrawHeight - StartPosition.Y);
float maxDistance = new Vector2(dx, dy).Length;
int requiredCircles = Math.Min(MaxIntervals, (int)(maxDistance / DistanceSpacing));
@ -53,11 +53,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
AddInternal(new CircularProgress
{
Origin = Anchor.Centre,
Position = startPosition,
Position = StartPosition,
Current = { Value = 1 },
Size = new Vector2(radius),
InnerRadius = 4 * 1f / radius,
Colour = GetColourForBeatIndex(i)
Colour = GetColourForIndexFromPlacement(i)
});
}
}