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Merge branch 'master' into zero-spinner-slider
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@ -170,7 +170,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (clickedBlueprint == null || SelectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered) != clickedBlueprint)
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return false;
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EditorClock?.SeekTo(clickedBlueprint.HitObject.StartTime);
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EditorClock?.SeekSmoothlyTo(clickedBlueprint.HitObject.StartTime);
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return true;
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}
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@ -155,12 +155,14 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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seekTrackToCurrent();
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else if (!editorClock.IsRunning)
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{
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// The track isn't running. There are two cases we have to be wary of:
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// 1) The user flick-drags on this timeline: We want the track to follow us
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// 2) The user changes the track time through some other means (scrolling in the editor or overview timeline): We want to follow the track time
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// The track isn't running. There are three cases we have to be wary of:
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// 1) The user flick-drags on this timeline and we are applying an interpolated seek on the clock, until interrupted by 2 or 3.
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// 2) The user changes the track time through some other means (scrolling in the editor or overview timeline; clicking a hitobject etc.). We want the timeline to track the clock's time.
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// 3) An ongoing seek transform is running from an external seek. We want the timeline to track the clock's time.
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// The simplest way to cover both cases is by checking whether the scroll position has changed and the audio hasn't been changed externally
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if (Current != lastScrollPosition && editorClock.CurrentTime == lastTrackTime)
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// The simplest way to cover the first two cases is by checking whether the scroll position has changed and the audio hasn't been changed externally
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// Checking IsSeeking covers the third case, where the transform may not have been applied yet.
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if (Current != lastScrollPosition && editorClock.CurrentTime == lastTrackTime && !editorClock.IsSeeking)
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seekTrackToCurrent();
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else
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scrollToTrackTime();
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@ -5,7 +5,6 @@ using System.Collections.Specialized;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Screens.Edit.Components.Timelines.Summary.Parts;
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@ -23,12 +22,12 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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RelativeSizeAxes = Axes.Both;
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}
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protected override void LoadBeatmap(WorkingBeatmap beatmap)
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protected override void LoadBeatmap(EditorBeatmap beatmap)
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{
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base.LoadBeatmap(beatmap);
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controlPointGroups.UnbindAll();
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controlPointGroups.BindTo(beatmap.Beatmap.ControlPointInfo.Groups);
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controlPointGroups.BindTo(beatmap.ControlPointInfo.Groups);
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controlPointGroups.BindCollectionChanged((sender, args) =>
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{
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switch (args.Action)
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