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Refactor flow of snapping through HitObjectComposer
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@ -142,10 +142,9 @@ namespace osu.Game.Rulesets.Osu.Tests
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private void assertSnappedDistance(float expectedDistance) => AddAssert($"snap distance = {expectedDistance}", () =>
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{
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Vector2 snappedPosition = grid.GetSnappedPosition(grid.ToLocalSpace(InputManager.CurrentState.Mouse.Position));
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float distance = Vector2.Distance(snappedPosition, grid_position);
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Vector2 snappedPosition = grid.GetSnappedPosition(grid.ToLocalSpace(InputManager.CurrentState.Mouse.Position)).position;
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return Precision.AlmostEquals(expectedDistance, distance);
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return Precision.AlmostEquals(expectedDistance, Vector2.Distance(snappedPosition, grid_position));
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});
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private void createGrid()
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@ -160,7 +159,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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Colour = Color4.SlateGray
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},
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grid = new TestOsuDistanceSnapGrid(new HitCircle { Position = grid_position }),
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new SnappingCursorContainer { GetSnapPosition = v => grid.GetSnappedPosition(grid.ToLocalSpace(v)) }
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new SnappingCursorContainer { GetSnapPosition = v => grid.GetSnappedPosition(grid.ToLocalSpace(v)).position }
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};
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});
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}
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