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Rename misleading DistanceSpacing
variable
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@ -30,14 +30,14 @@ namespace osu.Game.Screens.Edit.Compose.Components
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Position = StartPosition,
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Width = crosshair_thickness,
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EdgeSmoothness = new Vector2(1),
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Height = Math.Min(crosshair_max_size, DistanceSpacing * 2),
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Height = Math.Min(crosshair_max_size, DistanceBetweenTick * 2),
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},
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new Box
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{
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Origin = Anchor.Centre,
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Position = StartPosition,
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EdgeSmoothness = new Vector2(1),
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Width = Math.Min(crosshair_max_size, DistanceSpacing * 2),
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Width = Math.Min(crosshair_max_size, DistanceBetweenTick * 2),
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Height = crosshair_thickness,
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}
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});
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@ -45,11 +45,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
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float dx = Math.Max(StartPosition.X, DrawWidth - StartPosition.X);
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float dy = Math.Max(StartPosition.Y, DrawHeight - StartPosition.Y);
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float maxDistance = new Vector2(dx, dy).Length;
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int requiredCircles = Math.Min(MaxIntervals, (int)(maxDistance / DistanceSpacing));
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int requiredCircles = Math.Min(MaxIntervals, (int)(maxDistance / DistanceBetweenTick));
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for (int i = 0; i < requiredCircles; i++)
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{
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float radius = (i + 1) * DistanceSpacing * 2;
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float radius = (i + 1) * DistanceBetweenTick * 2;
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AddInternal(new CircularProgress
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{
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@ -74,7 +74,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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float distance = direction.Length;
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float radius = DistanceSpacing;
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float radius = DistanceBetweenTick;
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int radialCount = Math.Clamp((int)MathF.Round(distance / radius), 1, MaxIntervals);
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Vector2 normalisedDirection = direction * new Vector2(1f / distance);
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@ -23,7 +23,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <summary>
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/// The spacing between each tick of the beat snapping grid.
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/// </summary>
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protected float DistanceSpacing { get; private set; }
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protected float DistanceBetweenTick { get; private set; }
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/// <summary>
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/// The maximum number of distance snapping intervals allowed.
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@ -32,7 +32,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <summary>
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/// The position which the grid should start.
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/// The first beat snapping tick is located at <see cref="StartPosition"/> + <see cref="DistanceSpacing"/> away from this point.
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/// The first beat snapping tick is located at <see cref="StartPosition"/> + <see cref="DistanceBetweenTick"/> away from this point.
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/// </summary>
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protected readonly Vector2 StartPosition;
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@ -92,7 +92,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private void updateSpacing()
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{
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DistanceSpacing = (float)(SnapProvider.GetBeatSnapDistanceAt(ReferenceObject) * distanceSpacingMultiplier.Value);
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DistanceBetweenTick = (float)(SnapProvider.GetBeatSnapDistanceAt(ReferenceObject) * distanceSpacingMultiplier.Value);
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if (endTime == null)
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MaxIntervals = int.MaxValue;
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@ -100,7 +100,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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// +1 is added since a snapped hitobject may have its start time slightly less than the snapped time due to floating point errors
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double maxDuration = endTime.Value - StartTime + 1;
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MaxIntervals = (int)(maxDuration / SnapProvider.DistanceToDuration(ReferenceObject, DistanceSpacing));
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MaxIntervals = (int)(maxDuration / SnapProvider.DistanceToDuration(ReferenceObject, DistanceBetweenTick));
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}
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gridCache.Invalidate();
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