mirror of https://github.com/ppy/osu
Merge pull request #6528 from smoogipoo/fix-mania-selection-movement
Fix mania hitobject selections not moving correctly
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commit
e3740fbc77
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@ -65,24 +65,27 @@ private void adjustOrigins(ManiaSelectionBlueprint reference)
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private void performDragMovement(MoveSelectionEvent moveEvent)
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{
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float delta = moveEvent.InstantDelta.Y;
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// When scrolling downwards the anchor position is at the bottom of the screen, however the movement event assumes the anchor is at the top of the screen.
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// This causes the delta to assume a positive hitobject position, and which can be corrected for by subtracting the parent height.
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if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
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delta -= moveEvent.Blueprint.HitObject.Parent.DrawHeight;
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foreach (var b in SelectedBlueprints)
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{
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var hitObject = b.HitObject;
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var objectParent = (HitObjectContainer)hitObject.Parent;
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// Using the hitobject position is required since AdjustPosition can be invoked multiple times per frame
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// without the position having been updated by the parenting ScrollingHitObjectContainer
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hitObject.Y += moveEvent.InstantDelta.Y;
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// StartTime could be used to adjust the position if only one movement event was received per frame.
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// However this is not the case and ScrollingHitObjectContainer performs movement in UpdateAfterChildren() so the position must also be updated to be valid for further movement events
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hitObject.Y += delta;
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float targetPosition;
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float targetPosition = hitObject.Position.Y;
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// If we're scrolling downwards, a position of 0 is actually further away from the hit target
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// so we need to flip the vertical coordinate in the hitobject container's space
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// The scrolling algorithm always assumes an anchor at the top of the screen, so the position must be flipped when scrolling downwards to reflect a top anchor
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if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
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targetPosition = -hitObject.Position.Y;
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else
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targetPosition = hitObject.Position.Y;
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targetPosition = -targetPosition;
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objectParent.Remove(hitObject);
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