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Combine implementation of time-to-position lookup
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@ -53,6 +53,7 @@ namespace osu.Game.Rulesets.Mania.Edit
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var hoc = column.HitObjectContainer;
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// convert to local space of column so we can snap and fetch correct location.
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Vector2 localPosition = hoc.ToLocalSpace(screenSpacePosition);
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var scrollInfo = drawableRuleset.ScrollingInfo;
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@ -65,24 +66,31 @@ namespace osu.Game.Rulesets.Mania.Edit
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localPosition.Y = hoc.DrawHeight - localPosition.Y;
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}
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double targetTime = scrollInfo.Algorithm.TimeAt(localPosition.Y,
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EditorClock.CurrentTime,
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scrollInfo.TimeRange.Value,
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hoc.DrawHeight);
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double targetTime = scrollInfo.Algorithm.TimeAt(localPosition.Y, EditorClock.CurrentTime, scrollInfo.TimeRange.Value, hoc.DrawHeight);
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// apply beat snapping
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targetTime = BeatSnapProvider.SnapTime(targetTime);
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localPosition = new Vector2(
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hoc.DrawWidth / 2,
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scrollInfo.Algorithm.PositionAt(targetTime, EditorClock.CurrentTime, scrollInfo.TimeRange.Value, hoc.DrawHeight));
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// convert back to screen space
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screenSpacePosition = ScreenSpacePositionAtTime(targetTime, column);
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return new ManiaSnapResult(screenSpacePosition, targetTime, column);
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}
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public Vector2 ScreenSpacePositionAtTime(double time, Column column = null)
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{
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var hoc = (column ?? Playfield.GetColumn(0)).HitObjectContainer;
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var scrollInfo = drawableRuleset.ScrollingInfo;
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var pos = scrollInfo.Algorithm.PositionAt(time, EditorClock.CurrentTime, scrollInfo.TimeRange.Value, hoc.DrawHeight);
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if (scrollInfo.Direction.Value == ScrollingDirection.Down)
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{
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// reapply the above.
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localPosition.Y = hoc.DrawHeight - localPosition.Y;
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// as explained above
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pos = hoc.DrawHeight - pos;
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}
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return new ManiaSnapResult(hoc.ToScreenSpace(localPosition), BeatSnapProvider.SnapTime(targetTime), column);
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return hoc.ToScreenSpace(new Vector2(hoc.DrawWidth / 2, pos));
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}
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protected override DrawableRuleset<ManiaHitObject> CreateDrawableRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
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