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Add enum
to snap method as alternative to mutliple nested invocations
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@ -486,7 +486,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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Vector2 originalPosition = movementBlueprintOriginalPositions[i];
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var testPosition = originalPosition + distanceTravelled;
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var positionalResult = snapProvider.FindSnappedPosition(testPosition);
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var positionalResult = snapProvider.FindSnappedPositionAndTime(testPosition, SnapType.NearbyObjects);
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if (positionalResult.ScreenSpacePosition == testPosition) continue;
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@ -505,7 +505,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTravelled;
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// Retrieve a snapped position.
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var result = snapProvider?.FindSnappedPositionAndTime(movePosition);
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var result = snapProvider?.FindSnappedPositionAndTime(movePosition, ~SnapType.NearbyObjects);
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if (result == null)
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{
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@ -303,10 +303,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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/// </summary>
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public double VisibleRange => track.Length / Zoom;
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public SnapResult FindSnappedPosition(Vector2 screenSpacePosition) =>
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new SnapResult(screenSpacePosition, null);
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public SnapResult FindSnappedPositionAndTime(Vector2 screenSpacePosition) =>
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public SnapResult FindSnappedPositionAndTime(Vector2 screenSpacePosition, SnapType snapType = SnapType.All) =>
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new SnapResult(screenSpacePosition, beatSnapProvider.SnapTime(getTimeFromPosition(Content.ToLocalSpace(screenSpacePosition))));
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private double getTimeFromPosition(Vector2 localPosition) =>
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