Use slider snapping more liberally to match user expectations

Previously the slider path length would be snapped using the current
beat snap setting on *every* change of the slider path. As it turns out
this is unexpected behaviour in some situations (e.g. when reversing a
path, which is expected to preserve the previous duration, even though
the slider may be technically "unsnapped" at that point in time due to a
different beat snap setting being selected afterwards).
This commit is contained in:
Bartłomiej Dach
2022-01-07 15:11:38 +01:00
parent d2f44813dd
commit c09f6ee052
4 changed files with 37 additions and 9 deletions

View File

@ -283,6 +283,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
}
}
// Snap the path to the current beat divisor before checking length validity.
slider.SnapTo(snapProvider);
if (!slider.Path.HasValidLength)
{
for (int i = 0; i < slider.Path.ControlPoints.Count; i++)
@ -290,6 +293,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
slider.Position = oldPosition;
slider.StartTime = oldStartTime;
// Snap the path length again to undo the invalid length.
slider.SnapTo(snapProvider);
return;
}