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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System ;
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using System.Collections.Generic ;
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using System.Linq ;
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using osu.Framework.Allocation ;
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using osu.Framework.Bindables ;
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using osu.Framework.Caching ;
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using osu.Framework.Extensions.EnumExtensions ;
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using osu.Framework.Graphics ;
using osu.Framework.Graphics.Containers ;
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using osu.Framework.Graphics.Sprites ;
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using osu.Framework.Utils ;
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using osu.Framework.Input.Events ;
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using osu.Game.Beatmaps ;
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using osu.Game.Graphics.UserInterface ;
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using osu.Game.Input.Bindings ;
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using osu.Game.Rulesets.Edit ;
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using osu.Game.Rulesets.Edit.Tools ;
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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.Osu.Objects ;
using osu.Game.Rulesets.UI ;
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using osu.Game.Screens.Edit.Components.TernaryButtons ;
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using osu.Game.Screens.Edit.Compose.Components ;
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using osuTK ;
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namespace osu.Game.Rulesets.Osu.Edit
{
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public partial class OsuHitObjectComposer : DistancedHitObjectComposer < OsuHitObject >
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{
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public OsuHitObjectComposer ( Ruleset ruleset )
: base ( ruleset )
{
}
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protected override DrawableRuleset < OsuHitObject > CreateDrawableRuleset ( Ruleset ruleset , IBeatmap beatmap , IReadOnlyList < Mod > mods = null )
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= > new DrawableOsuEditorRuleset ( ruleset , beatmap , mods ) ;
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protected override IReadOnlyList < HitObjectCompositionTool > CompositionTools = > new HitObjectCompositionTool [ ]
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{
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new HitCircleCompositionTool ( ) ,
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new SliderCompositionTool ( ) ,
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new SpinnerCompositionTool ( )
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} ;
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private readonly Bindable < TernaryState > rectangularGridSnapToggle = new Bindable < TernaryState > ( ) ;
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protected override IEnumerable < TernaryButton > CreateTernaryButtons ( ) = > base . CreateTernaryButtons ( ) . Concat ( new [ ]
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{
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new TernaryButton ( rectangularGridSnapToggle , "Grid Snap" , ( ) = > new SpriteIcon { Icon = FontAwesome . Solid . Th } )
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} ) ;
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private BindableList < HitObject > selectedHitObjects ;
private Bindable < HitObject > placementObject ;
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[BackgroundDependencyLoader]
private void load ( )
{
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// Give a bit of breathing room around the playfield content.
PlayfieldContentContainer . Padding = new MarginPadding ( 10 ) ;
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LayerBelowRuleset . AddRange ( new Drawable [ ]
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{
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distanceSnapGridContainer = new Container
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{
RelativeSizeAxes = Axes . Both
} ,
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rectangularPositionSnapGrid = new OsuRectangularPositionSnapGrid
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{
RelativeSizeAxes = Axes . Both
}
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} ) ;
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selectedHitObjects = EditorBeatmap . SelectedHitObjects . GetBoundCopy ( ) ;
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selectedHitObjects . CollectionChanged + = ( _ , _ ) = > updateDistanceSnapGrid ( ) ;
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placementObject = EditorBeatmap . PlacementObject . GetBoundCopy ( ) ;
placementObject . ValueChanged + = _ = > updateDistanceSnapGrid ( ) ;
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DistanceSnapToggle . ValueChanged + = _ = > updateDistanceSnapGrid ( ) ;
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// we may be entering the screen with a selection already active
updateDistanceSnapGrid ( ) ;
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}
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protected override ComposeBlueprintContainer CreateBlueprintContainer ( )
= > new OsuBlueprintContainer ( this ) ;
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public override string ConvertSelectionToString ( )
= > string . Join ( ',' , selectedHitObjects . Cast < OsuHitObject > ( ) . OrderBy ( h = > h . StartTime ) . Select ( h = > ( h . IndexInCurrentCombo + 1 ) . ToString ( ) ) ) ;
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private DistanceSnapGrid distanceSnapGrid ;
private Container distanceSnapGridContainer ;
private readonly Cached distanceSnapGridCache = new Cached ( ) ;
private double? lastDistanceSnapGridTime ;
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private RectangularPositionSnapGrid rectangularPositionSnapGrid ;
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protected override double ReadCurrentDistanceSnap ( HitObject before , HitObject after )
{
float expectedDistance = DurationToDistance ( before , after . StartTime - before . GetEndTime ( ) ) ;
float actualDistance = Vector2 . Distance ( ( ( OsuHitObject ) before ) . EndPosition , ( ( OsuHitObject ) after ) . Position ) ;
return actualDistance / expectedDistance ;
}
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protected override void Update ( )
{
base . Update ( ) ;
if ( ! ( BlueprintContainer . CurrentTool is SelectTool ) )
{
if ( EditorClock . CurrentTime ! = lastDistanceSnapGridTime )
{
distanceSnapGridCache . Invalidate ( ) ;
lastDistanceSnapGridTime = EditorClock . CurrentTime ;
}
if ( ! distanceSnapGridCache . IsValid )
updateDistanceSnapGrid ( ) ;
}
}
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public override SnapResult FindSnappedPositionAndTime ( Vector2 screenSpacePosition , SnapType snapType = SnapType . All )
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{
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if ( snapType . HasFlagFast ( SnapType . NearbyObjects ) & & snapToVisibleBlueprints ( screenSpacePosition , out var snapResult ) )
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{
// In the case of snapping to nearby objects, a time value is not provided.
// This matches the stable editor (which also uses current time), but with the introduction of time-snapping distance snap
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// this could result in unexpected behaviour when distance snapping is turned on and a user attempts to place an object that is
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// BOTH on a valid distance snap ring, and also at the same position as a previous object.
//
// We want to ensure that in this particular case, the time-snapping component of distance snap is still applied.
// The easiest way to ensure this is to attempt application of distance snap after a nearby object is found, and copy over
// the time value if the proposed positions are roughly the same.
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if ( snapType . HasFlagFast ( SnapType . Grids ) & & DistanceSnapToggle . Value = = TernaryState . True & & distanceSnapGrid ! = null )
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{
( Vector2 distanceSnappedPosition , double distanceSnappedTime ) = distanceSnapGrid . GetSnappedPosition ( distanceSnapGrid . ToLocalSpace ( snapResult . ScreenSpacePosition ) ) ;
if ( Precision . AlmostEquals ( distanceSnapGrid . ToScreenSpace ( distanceSnappedPosition ) , snapResult . ScreenSpacePosition , 1 ) )
snapResult . Time = distanceSnappedTime ;
}
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return snapResult ;
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}
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SnapResult result = base . FindSnappedPositionAndTime ( screenSpacePosition , snapType ) ;
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if ( snapType . HasFlagFast ( SnapType . Grids ) )
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{
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if ( DistanceSnapToggle . Value = = TernaryState . True & & distanceSnapGrid ! = null )
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{
( Vector2 pos , double time ) = distanceSnapGrid . GetSnappedPosition ( distanceSnapGrid . ToLocalSpace ( screenSpacePosition ) ) ;
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result . ScreenSpacePosition = distanceSnapGrid . ToScreenSpace ( pos ) ;
result . Time = time ;
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}
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if ( rectangularGridSnapToggle . Value = = TernaryState . True )
{
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Vector2 pos = rectangularPositionSnapGrid . GetSnappedPosition ( rectangularPositionSnapGrid . ToLocalSpace ( result . ScreenSpacePosition ) ) ;
result . ScreenSpacePosition = rectangularPositionSnapGrid . ToScreenSpace ( pos ) ;
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}
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}
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return result ;
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}
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private bool snapToVisibleBlueprints ( Vector2 screenSpacePosition , out SnapResult snapResult )
{
// check other on-screen objects for snapping/stacking
var blueprints = BlueprintContainer . SelectionBlueprints . AliveChildren ;
var playfield = PlayfieldAtScreenSpacePosition ( screenSpacePosition ) ;
float snapRadius =
playfield . GamefieldToScreenSpace ( new Vector2 ( OsuHitObject . OBJECT_RADIUS / 5 ) ) . X -
playfield . GamefieldToScreenSpace ( Vector2 . Zero ) . X ;
foreach ( var b in blueprints )
{
if ( b . IsSelected )
continue ;
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var hitObject = ( OsuHitObject ) b . Item ;
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Vector2 ? snap = checkSnap ( hitObject . Position ) ;
if ( snap = = null & & hitObject . Position ! = hitObject . EndPosition )
snap = checkSnap ( hitObject . EndPosition ) ;
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if ( snap ! = null )
{
// only return distance portion, since time is not really valid
snapResult = new SnapResult ( snap . Value , null , playfield ) ;
return true ;
}
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Vector2 ? checkSnap ( Vector2 checkPos )
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{
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Vector2 checkScreenPos = playfield . GamefieldToScreenSpace ( checkPos ) ;
if ( Vector2 . Distance ( checkScreenPos , screenSpacePosition ) < snapRadius )
return checkScreenPos ;
return null ;
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}
}
snapResult = null ;
return false ;
}
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private void updateDistanceSnapGrid ( )
{
distanceSnapGridContainer . Clear ( ) ;
distanceSnapGridCache . Invalidate ( ) ;
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distanceSnapGrid = null ;
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if ( DistanceSnapToggle . Value ! = TernaryState . True )
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return ;
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switch ( BlueprintContainer . CurrentTool )
{
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case SelectTool :
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if ( ! EditorBeatmap . SelectedHitObjects . Any ( ) )
return ;
distanceSnapGrid = createDistanceSnapGrid ( EditorBeatmap . SelectedHitObjects ) ;
break ;
default :
if ( ! CursorInPlacementArea )
return ;
distanceSnapGrid = createDistanceSnapGrid ( Enumerable . Empty < HitObject > ( ) ) ;
break ;
}
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if ( distanceSnapGrid ! = null )
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{
distanceSnapGridContainer . Add ( distanceSnapGrid ) ;
distanceSnapGridCache . Validate ( ) ;
}
}
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protected override bool OnKeyDown ( KeyDownEvent e )
{
if ( e . Repeat )
return false ;
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handleToggleViaKey ( e ) ;
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return base . OnKeyDown ( e ) ;
}
protected override void OnKeyUp ( KeyUpEvent e )
{
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handleToggleViaKey ( e ) ;
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base . OnKeyUp ( e ) ;
}
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protected override bool AdjustDistanceSpacing ( GlobalAction action , float amount )
{
// To allow better visualisation, ensure that the spacing grid is visible before adjusting.
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DistanceSnapToggle . Value = TernaryState . True ;
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return base . AdjustDistanceSpacing ( action , amount ) ;
}
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private bool gridSnapMomentary ;
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private void handleToggleViaKey ( KeyboardEvent key )
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{
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bool shiftPressed = key . ShiftPressed ;
if ( shiftPressed ! = gridSnapMomentary )
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{
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gridSnapMomentary = shiftPressed ;
rectangularGridSnapToggle . Value = rectangularGridSnapToggle . Value = = TernaryState . False ? TernaryState . True : TernaryState . False ;
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}
}
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private DistanceSnapGrid createDistanceSnapGrid ( IEnumerable < HitObject > selectedHitObjects )
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{
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if ( BlueprintContainer . CurrentTool is SpinnerCompositionTool )
return null ;
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var objects = selectedHitObjects . ToList ( ) ;
if ( objects . Count = = 0 )
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// use accurate time value to give more instantaneous feedback to the user.
return createGrid ( h = > h . StartTime < = EditorClock . CurrentTimeAccurate ) ;
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double minTime = objects . Min ( h = > h . StartTime ) ;
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return createGrid ( h = > h . StartTime < minTime , objects . Count + 1 ) ;
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}
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/// <summary>
/// Creates a grid from the last <see cref="HitObject"/> matching a predicate to a target <see cref="HitObject"/>.
/// </summary>
/// <param name="sourceSelector">A predicate that matches <see cref="HitObject"/>s where the grid can start from.
/// Only the last <see cref="HitObject"/> matching the predicate is used.</param>
/// <param name="targetOffset">An offset from the <see cref="HitObject"/> selected via <paramref name="sourceSelector"/> at which the grid should stop.</param>
/// <returns>The <see cref="OsuDistanceSnapGrid"/> from a selected <see cref="HitObject"/> to a target <see cref="HitObject"/>.</returns>
private OsuDistanceSnapGrid createGrid ( Func < HitObject , bool > sourceSelector , int targetOffset = 1 )
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{
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if ( targetOffset < 1 ) throw new ArgumentOutOfRangeException ( nameof ( targetOffset ) ) ;
int sourceIndex = - 1 ;
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for ( int i = 0 ; i < EditorBeatmap . HitObjects . Count ; i + + )
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{
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if ( ! sourceSelector ( EditorBeatmap . HitObjects [ i ] ) )
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break ;
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sourceIndex = i ;
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}
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if ( sourceIndex = = - 1 )
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return null ;
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HitObject sourceObject = EditorBeatmap . HitObjects [ sourceIndex ] ;
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int targetIndex = sourceIndex + targetOffset ;
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HitObject targetObject = null ;
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// Keep advancing the target object while its start time falls before the end time of the source object
while ( true )
{
if ( targetIndex > = EditorBeatmap . HitObjects . Count )
break ;
if ( EditorBeatmap . HitObjects [ targetIndex ] . StartTime > = sourceObject . GetEndTime ( ) )
{
targetObject = EditorBeatmap . HitObjects [ targetIndex ] ;
break ;
}
targetIndex + + ;
}
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if ( sourceObject is Spinner )
return null ;
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return new OsuDistanceSnapGrid ( ( OsuHitObject ) sourceObject , ( OsuHitObject ) targetObject ) ;
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}
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}
}