change property name

This commit is contained in:
Wleter
2023-01-18 22:00:39 +01:00
parent 40e99069fc
commit f8d8a627b8
3 changed files with 5 additions and 5 deletions

View File

@ -409,7 +409,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
public override Vector2 ScreenSpaceSelectionPoint => DrawableObject.SliderBody?.ToScreenSpace(DrawableObject.SliderBody.PathOffset) public override Vector2 ScreenSpaceSelectionPoint => DrawableObject.SliderBody?.ToScreenSpace(DrawableObject.SliderBody.PathOffset)
?? BodyPiece.ToScreenSpace(BodyPiece.PathStartLocation); ?? BodyPiece.ToScreenSpace(BodyPiece.PathStartLocation);
public override Vector2[] ScreenSpaceSelectionPoints => new Vector2[] public override Vector2[] ScreenSpaceSnapPoints => new Vector2[]
{ {
ScreenSpaceSelectionPoint, ScreenSpaceSelectionPoint,
DrawableObject.SliderBody?.ToScreenSpace(DrawableObject.SliderBody.PathEndOffset) DrawableObject.SliderBody?.ToScreenSpace(DrawableObject.SliderBody.PathEndOffset)

View File

@ -134,7 +134,7 @@ namespace osu.Game.Rulesets.Edit
/// The screen-space collection of base points that cause this <see cref="HitObjectSelectionBlueprint"/> to be selected via a drag. /// The screen-space collection of base points that cause this <see cref="HitObjectSelectionBlueprint"/> to be selected via a drag.
/// The first element of this collection is <see cref="ScreenSpaceSelectionPoint"/> /// The first element of this collection is <see cref="ScreenSpaceSelectionPoint"/>
/// </summary> /// </summary>
public virtual Vector2[] ScreenSpaceSelectionPoints => new Vector2[] { ScreenSpaceSelectionPoint }; public virtual Vector2[] ScreenSpaceSnapPoints => new Vector2[] { ScreenSpaceSelectionPoint };
/// <summary> /// <summary>
/// The screen-space quad that outlines this <see cref="HitObjectSelectionBlueprint"/> for selections. /// The screen-space quad that outlines this <see cref="HitObjectSelectionBlueprint"/> for selections.

View File

@ -459,7 +459,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
// Movement is tracked from the blueprint of the earliest item, since it only makes sense to distance snap from that item // Movement is tracked from the blueprint of the earliest item, since it only makes sense to distance snap from that item
movementBlueprints = SortForMovement(SelectionHandler.SelectedBlueprints).ToArray(); movementBlueprints = SortForMovement(SelectionHandler.SelectedBlueprints).ToArray();
movementBlueprintsOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoints).ToArray(); movementBlueprintsOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSnapPoints).ToArray();
return true; return true;
} }
@ -519,7 +519,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// <returns>Whether found object to snap to.</returns> /// <returns>Whether found object to snap to.</returns>
private bool checkSnappingBlueprintToNearbyObjects(SelectionBlueprint<T> blueprint, Vector2 distanceTravelled, Vector2[] originalPositions) private bool checkSnappingBlueprintToNearbyObjects(SelectionBlueprint<T> blueprint, Vector2 distanceTravelled, Vector2[] originalPositions)
{ {
var currentPositions = blueprint.ScreenSpaceSelectionPoints; var currentPositions = blueprint.ScreenSpaceSnapPoints;
for (int i = 0; i < originalPositions.Length; i++) for (int i = 0; i < originalPositions.Length; i++)
{ {
@ -536,7 +536,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
if (SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(blueprint, delta))) if (SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(blueprint, delta)))
return true; return true;
} }
return false; return false;
} }