Fix distance snap grid rendering inverted when out of bounds

This commit is contained in:
ekrctb
2021-10-26 11:00:44 +09:00
parent 2c92f1a0b7
commit 865be5a10b

View File

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