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https://github.com/osukey/osukey.git
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Refactor distance snap grid to not require hitobjects
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@ -5,19 +5,18 @@ using System;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Rulesets.Objects;
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using osuTK;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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public abstract class CircularDistanceSnapGrid : DistanceSnapGrid
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{
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protected CircularDistanceSnapGrid(HitObject hitObject, HitObject nextHitObject, Vector2 centrePosition)
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: base(hitObject, nextHitObject, centrePosition)
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protected CircularDistanceSnapGrid(Vector2 startPosition, double startTime, double? endTime = null)
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: base(startPosition, startTime, endTime)
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{
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}
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protected override void CreateContent(Vector2 centrePosition)
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protected override void CreateContent(Vector2 startPosition)
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{
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const float crosshair_thickness = 1;
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const float crosshair_max_size = 10;
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@ -27,7 +26,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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new Box
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{
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Origin = Anchor.Centre,
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Position = centrePosition,
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Position = startPosition,
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Width = crosshair_thickness,
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EdgeSmoothness = new Vector2(1),
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Height = Math.Min(crosshair_max_size, DistanceSpacing * 2),
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@ -35,15 +34,15 @@ namespace osu.Game.Screens.Edit.Compose.Components
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new Box
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{
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Origin = Anchor.Centre,
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Position = centrePosition,
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Position = startPosition,
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EdgeSmoothness = new Vector2(1),
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Width = Math.Min(crosshair_max_size, DistanceSpacing * 2),
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Height = crosshair_thickness,
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}
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});
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float dx = Math.Max(centrePosition.X, DrawWidth - centrePosition.X);
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float dy = Math.Max(centrePosition.Y, DrawHeight - centrePosition.Y);
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float dx = Math.Max(startPosition.X, DrawWidth - startPosition.X);
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float dy = Math.Max(startPosition.Y, DrawHeight - startPosition.Y);
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float maxDistance = new Vector2(dx, dy).Length;
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int requiredCircles = Math.Min(MaxIntervals, (int)(maxDistance / DistanceSpacing));
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@ -54,7 +53,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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AddInternal(new CircularProgress
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{
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Origin = Anchor.Centre,
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Position = centrePosition,
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Position = startPosition,
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Current = { Value = 1 },
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Size = new Vector2(radius),
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InnerRadius = 4 * 1f / radius,
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@ -66,9 +65,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
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public override (Vector2 position, double time) GetSnappedPosition(Vector2 position)
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{
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if (MaxIntervals == 0)
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return (CentrePosition, StartTime);
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return (StartPosition, StartTime);
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Vector2 direction = position - CentrePosition;
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Vector2 direction = position - StartPosition;
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if (direction == Vector2.Zero)
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direction = new Vector2(0.001f, 0.001f);
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@ -78,9 +77,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
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int radialCount = Math.Clamp((int)MathF.Round(distance / radius), 1, MaxIntervals);
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Vector2 normalisedDirection = direction * new Vector2(1f / distance);
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Vector2 snappedPosition = CentrePosition + normalisedDirection * radialCount * radius;
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Vector2 snappedPosition = StartPosition + normalisedDirection * radialCount * radius;
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return (snappedPosition, StartTime + SnapProvider.GetSnappedDurationFromDistance(StartTime, (snappedPosition - CentrePosition).Length));
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return (snappedPosition, StartTime + SnapProvider.GetSnappedDurationFromDistance(StartTime, (snappedPosition - StartPosition).Length));
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}
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}
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}
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