revert back name change

This commit is contained in:
Wleter
2023-01-18 15:54:24 +01:00
parent ecb4727aec
commit c9375c056e

View File

@ -486,20 +486,20 @@ namespace osu.Game.Screens.Edit.Compose.Components
Debug.Assert(movementBlueprintOriginalPositions != null); Debug.Assert(movementBlueprintOriginalPositions != null);
Vector2 distanceTraveled = e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition; Vector2 distanceTravelled = e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
if (snapProvider != null) if (snapProvider != null)
{ {
var currentSelectionPointPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoint).ToArray(); var currentSelectionPointPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoint).ToArray();
if (checkSnappingForNearbyObjects(distanceTraveled, movementBlueprintOriginalPositions, currentSelectionPointPositions)) if (checkSnappingForNearbyObjects(distanceTravelled, movementBlueprintOriginalPositions, currentSelectionPointPositions))
return true; return true;
var currentEndPointPositions = movementBlueprints.Where(m => m.ScreenSpaceSelectionPoint != m.ScreenSpaceEndPoint) var currentEndPointPositions = movementBlueprints.Where(m => m.ScreenSpaceSelectionPoint != m.ScreenSpaceEndPoint)
.Select(m => m.ScreenSpaceEndPoint) .Select(m => m.ScreenSpaceEndPoint)
.ToArray(); .ToArray();
if (checkSnappingForNearbyObjects(distanceTraveled, movementBlueprintOriginalEndPositions, currentEndPointPositions)) if (checkSnappingForNearbyObjects(distanceTravelled, movementBlueprintOriginalEndPositions, currentEndPointPositions))
return true; return true;
} }
@ -507,7 +507,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
// item in the selection. // item in the selection.
// The final movement position, relative to movementBlueprintOriginalPosition. // The final movement position, relative to movementBlueprintOriginalPosition.
Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTraveled; Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTravelled;
// Retrieve a snapped position. // Retrieve a snapped position.
var result = snapProvider?.FindSnappedPositionAndTime(movePosition, ~SnapType.NearbyObjects); var result = snapProvider?.FindSnappedPositionAndTime(movePosition, ~SnapType.NearbyObjects);
@ -523,16 +523,16 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// <summary> /// <summary>
/// Check for positional snap for every given positions. /// Check for positional snap for every given positions.
/// </summary> /// </summary>
/// <param name="distanceTraveled">Distance traveled since start of dragging action. </param> /// <param name="distanceTravelled">Distance traveled since start of dragging action. </param>
/// <param name="originalPositions">The position of objects before start of dragging action. </param> /// <param name="originalPositions">The position of objects before start of dragging action. </param>
/// <param name="currentPositions">The positions of object at the current time.</param> /// <param name="currentPositions">The positions of object at the current time.</param>
/// <returns>Whether found object to snap to.</returns> /// <returns>Whether found object to snap to.</returns>
private bool checkSnappingForNearbyObjects(Vector2 distanceTraveled, Vector2[] originalPositions, Vector2[] currentPositions) private bool checkSnappingForNearbyObjects(Vector2 distanceTravelled, Vector2[] originalPositions, Vector2[] currentPositions)
{ {
for (int i = 0; i < originalPositions.Length; i++) for (int i = 0; i < originalPositions.Length; i++)
{ {
Vector2 originalPosition = originalPositions[i]; Vector2 originalPosition = originalPositions[i];
var testPosition = originalPosition + distanceTraveled; var testPosition = originalPosition + distanceTravelled;
var positionalResult = snapProvider.FindSnappedPositionAndTime(testPosition, SnapType.NearbyObjects); var positionalResult = snapProvider.FindSnappedPositionAndTime(testPosition, SnapType.NearbyObjects);