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Fix osu!mania editor placement regressions
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@ -63,7 +63,7 @@ namespace osu.Game.Rulesets.Mania.Edit
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drawableRuleset.ScrollingInfo.TimeRange.Value,
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drawableRuleset.ScrollingInfo.TimeRange.Value,
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hoc.DrawHeight);
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hoc.DrawHeight);
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return new SnapResult(targetPosition, targetTime);
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return new SnapResult(screenSpacePosition, targetTime);
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}
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}
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protected override DrawableRuleset<ManiaHitObject> CreateDrawableRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
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protected override DrawableRuleset<ManiaHitObject> CreateDrawableRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
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@ -269,7 +269,9 @@ namespace osu.Game.Rulesets.Edit
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{
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{
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if (distanceSnapGrid == null) return new SnapResult(screenSpacePosition, null);
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if (distanceSnapGrid == null) return new SnapResult(screenSpacePosition, null);
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// TODO: move distance snap grid to OsuHitObjectComposer.
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(Vector2 pos, double time) = distanceSnapGrid.GetSnappedPosition(distanceSnapGrid.ToLocalSpace(screenSpacePosition));
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(Vector2 pos, double time) = distanceSnapGrid.GetSnappedPosition(distanceSnapGrid.ToLocalSpace(screenSpacePosition));
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return new SnapResult(distanceSnapGrid.ToScreenSpace(pos), time);
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return new SnapResult(distanceSnapGrid.ToScreenSpace(pos), time);
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}
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}
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@ -67,9 +67,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private void updatePlacementPosition(Vector2 screenSpacePosition)
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private void updatePlacementPosition(Vector2 screenSpacePosition)
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{
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{
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Vector2 snappedPlayfieldPosition = composer.SnapScreenSpacePositionToValidTime(screenSpacePosition).ScreenSpacePosition;
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var snapResult = composer.SnapScreenSpacePositionToValidTime(screenSpacePosition);
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currentPlacement.UpdatePosition(ToScreenSpace(snappedPlayfieldPosition));
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currentPlacement.UpdatePosition(snapResult.ScreenSpacePosition);
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}
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}
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#endregion
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#endregion
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