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Fix distance snap grid rendering inverted when out of bounds
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using JetBrains.Annotations;
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using JetBrains.Annotations;
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@ -63,9 +64,11 @@ namespace osu.Game.Rulesets.Catch.Edit
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for (int i = 0; i < velocities.Length; i++)
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for (int i = 0; i < velocities.Length; i++)
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{
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{
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double velocity = velocities[i];
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double velocity = velocities[i];
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var verticalPath = verticalPaths[i];
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// The line ends at the top of the screen.
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// The line ends at the top of the screen.
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double endTime = hitObjectContainer.TimeAtPosition(-hitObjectContainer.DrawHeight, hitObjectContainer.Time.Current);
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double topScreenTime = hitObjectContainer.TimeAtPosition(-hitObjectContainer.DrawHeight, hitObjectContainer.Time.Current);
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double endTime = Math.Max(StartTime, topScreenTime);
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float x = (float)((endTime - StartTime) * velocity);
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float x = (float)((endTime - StartTime) * velocity);
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float y = hitObjectContainer.PositionAtTime(endTime, StartTime);
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float y = hitObjectContainer.PositionAtTime(endTime, StartTime);
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@ -74,7 +77,6 @@ namespace osu.Game.Rulesets.Catch.Edit
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lineVertices[0] = new Vector2(StartX, startY);
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lineVertices[0] = new Vector2(StartX, startY);
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lineVertices[1] = lineVertices[0] + new Vector2(x, y);
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lineVertices[1] = lineVertices[0] + new Vector2(x, y);
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var verticalPath = verticalPaths[i];
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verticalPath.Vertices = verticalLineVertices[i];
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verticalPath.Vertices = verticalLineVertices[i];
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verticalPath.OriginPosition = verticalPath.PositionInBoundingBox(Vector2.Zero);
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verticalPath.OriginPosition = verticalPath.PositionInBoundingBox(Vector2.Zero);
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}
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}
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