Remove local TimeAt usage in mania placement

This commit is contained in:
Dean Herbert
2020-05-20 18:46:15 +09:00
parent 23bf0d000e
commit 970bd86d2e
4 changed files with 10 additions and 11 deletions

View File

@ -54,7 +54,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
return base.OnMouseDown(e); return base.OnMouseDown(e);
HitObject.Column = Column.Index; HitObject.Column = Column.Index;
BeginPlacement(TimeAt(e.ScreenSpaceMousePosition), true); BeginPlacement(true);
return true; return true;
} }

View File

@ -46,19 +46,22 @@ namespace osu.Game.Rulesets.Mania.Edit
public override SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition) 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) 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. // 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, // 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. // 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, EditorClock.CurrentTime,
drawableRuleset.ScrollingInfo.TimeRange.Value, drawableRuleset.ScrollingInfo.TimeRange.Value,
hoc.DrawHeight); hoc.DrawHeight);

View File

@ -245,8 +245,7 @@ namespace osu.Game.Rulesets.Edit
{ {
EditorBeatmap.PlacementObject.Value = hitObject; EditorBeatmap.PlacementObject.Value = hitObject;
if (SnapScreenSpacePositionToValidTime(inputManager.CurrentState.Mouse.Position).Time is double time) hitObject.StartTime = SnapScreenSpacePositionToValidTime(inputManager.CurrentState.Mouse.Position).Time ?? EditorClock.CurrentTime;
hitObject.StartTime = time;
} }
public void EndPlacement(HitObject hitObject, bool commit) public void EndPlacement(HitObject hitObject, bool commit)

View File

@ -61,12 +61,9 @@ namespace osu.Game.Rulesets.Edit
/// <summary> /// <summary>
/// Signals that the placement of <see cref="HitObject"/> has started. /// Signals that the placement of <see cref="HitObject"/> has started.
/// </summary> /// </summary>
/// <param name="startTime">The start time of <see cref="HitObject"/> at the placement point. If null, the current clock time is used.</param>
/// <param name="commitStart">Whether this call is committing a value for HitObject.StartTime and continuing with further adjustments.</param> /// <param name="commitStart">Whether this call is committing a value for HitObject.StartTime and continuing with further adjustments.</param>
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 // applies snapping to above time
placementHandler.BeginPlacement(HitObject); placementHandler.BeginPlacement(HitObject);