diff --git a/osu.Game.Rulesets.Mania/Edit/Blueprints/ManiaPlacementBlueprint.cs b/osu.Game.Rulesets.Mania/Edit/Blueprints/ManiaPlacementBlueprint.cs
index 3fb03d642f..4ebc4dae1a 100644
--- a/osu.Game.Rulesets.Mania/Edit/Blueprints/ManiaPlacementBlueprint.cs
+++ b/osu.Game.Rulesets.Mania/Edit/Blueprints/ManiaPlacementBlueprint.cs
@@ -54,7 +54,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
return base.OnMouseDown(e);
HitObject.Column = Column.Index;
- BeginPlacement(TimeAt(e.ScreenSpaceMousePosition), true);
+ BeginPlacement(true);
return true;
}
diff --git a/osu.Game.Rulesets.Mania/Edit/ManiaHitObjectComposer.cs b/osu.Game.Rulesets.Mania/Edit/ManiaHitObjectComposer.cs
index 053dcd0832..724786a1c0 100644
--- a/osu.Game.Rulesets.Mania/Edit/ManiaHitObjectComposer.cs
+++ b/osu.Game.Rulesets.Mania/Edit/ManiaHitObjectComposer.cs
@@ -46,19 +46,22 @@ namespace osu.Game.Rulesets.Mania.Edit
public override SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition)
{
- var hoc = Playfield.GetColumn(0).HitObjectContainer;
+ var hoc = ColumnAt(screenSpacePosition)?.HitObjectContainer;
- Vector2 targetPosition = hoc.ToLocalSpace(screenSpacePosition);
+ if (hoc == null)
+ return new SnapResult(screenSpacePosition, null);
+
+ Vector2 localPosition = hoc.ToLocalSpace(screenSpacePosition);
if (drawableRuleset.ScrollingInfo.Direction.Value == ScrollingDirection.Down)
{
// We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
// The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position,
// so when scrolling downwards the coordinates need to be flipped.
- targetPosition.Y = hoc.DrawHeight - targetPosition.Y;
+ localPosition.Y = hoc.DrawHeight - localPosition.Y;
}
- double targetTime = drawableRuleset.ScrollingInfo.Algorithm.TimeAt(targetPosition.Y,
+ double targetTime = drawableRuleset.ScrollingInfo.Algorithm.TimeAt(localPosition.Y,
EditorClock.CurrentTime,
drawableRuleset.ScrollingInfo.TimeRange.Value,
hoc.DrawHeight);
diff --git a/osu.Game/Rulesets/Edit/HitObjectComposer.cs b/osu.Game/Rulesets/Edit/HitObjectComposer.cs
index b45cdea751..1e328e6b6b 100644
--- a/osu.Game/Rulesets/Edit/HitObjectComposer.cs
+++ b/osu.Game/Rulesets/Edit/HitObjectComposer.cs
@@ -245,8 +245,7 @@ namespace osu.Game.Rulesets.Edit
{
EditorBeatmap.PlacementObject.Value = hitObject;
- if (SnapScreenSpacePositionToValidTime(inputManager.CurrentState.Mouse.Position).Time is double time)
- hitObject.StartTime = time;
+ hitObject.StartTime = SnapScreenSpacePositionToValidTime(inputManager.CurrentState.Mouse.Position).Time ?? EditorClock.CurrentTime;
}
public void EndPlacement(HitObject hitObject, bool commit)
diff --git a/osu.Game/Rulesets/Edit/PlacementBlueprint.cs b/osu.Game/Rulesets/Edit/PlacementBlueprint.cs
index c06e50950c..5c506926b8 100644
--- a/osu.Game/Rulesets/Edit/PlacementBlueprint.cs
+++ b/osu.Game/Rulesets/Edit/PlacementBlueprint.cs
@@ -61,12 +61,9 @@ namespace osu.Game.Rulesets.Edit
///
/// Signals that the placement of has started.
///
- /// The start time of at the placement point. If null, the current clock time is used.
/// Whether this call is committing a value for HitObject.StartTime and continuing with further adjustments.
- protected void BeginPlacement(double? startTime = null, bool commitStart = false)
+ protected void BeginPlacement(bool commitStart = false)
{
- HitObject.StartTime = startTime ?? EditorClock.CurrentTime;
-
// applies snapping to above time
placementHandler.BeginPlacement(HitObject);