mirror of https://github.com/ppy/osu
Add support for slider end snapping
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44be0ab762
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@ -15,7 +15,6 @@
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Edit.Compose.Components;
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@ -123,19 +122,27 @@ private bool snapToVisibleBlueprints(Vector2 screenSpacePosition, out SnapResult
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if (b.IsSelected)
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continue;
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var hitObject = b.HitObject;
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var hitObject = (OsuHitObject)b.HitObject;
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Vector2 startPos = ((IHasPosition)hitObject).Position;
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Vector2? snap = checkSnap(hitObject.Position);
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if (snap == null && hitObject.Position != hitObject.EndPosition)
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snap = checkSnap(hitObject.EndPosition);
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Vector2 objectScreenPos = playfield.GamefieldToScreenSpace(startPos);
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if (Vector2.Distance(objectScreenPos, screenSpacePosition) < snapRadius)
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if (snap != null)
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{
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// bypasses time snapping
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{
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snapResult = new SnapResult(objectScreenPos, null, playfield);
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return true;
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}
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// only return distance portion, since time is not really valid
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snapResult = new SnapResult(snap.Value, null, playfield);
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return true;
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}
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Vector2? checkSnap(Vector2 checkPos)
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{
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Vector2 checkScreenPos = playfield.GamefieldToScreenSpace(checkPos);
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if (Vector2.Distance(checkScreenPos, screenSpacePosition) < snapRadius)
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return checkScreenPos;
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return null;
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}
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}
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