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Don't snap to global grid while placing grid
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parent
fe10621771
commit
0f0f490598
@ -70,6 +70,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints
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return base.OnMouseDown(e);
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return base.OnMouseDown(e);
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}
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}
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public override SnapType SnapType => ~SnapType.GlobalGrids;
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public override void UpdateTimeAndPosition(SnapResult result)
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public override void UpdateTimeAndPosition(SnapResult result)
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{
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{
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var pos = ToLocalSpace(result.ScreenSpacePosition);
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var pos = ToLocalSpace(result.ScreenSpacePosition);
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@ -71,6 +71,8 @@ namespace osu.Game.Rulesets.Edit
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PlacementActive = PlacementState.Finished;
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PlacementActive = PlacementState.Finished;
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}
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}
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public virtual SnapType SnapType => SnapType.All;
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/// <summary>
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/// <summary>
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/// Updates the time and position of this <see cref="PlacementBlueprint"/> based on the provided snap information.
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/// Updates the time and position of this <see cref="PlacementBlueprint"/> based on the provided snap information.
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/// </summary>
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/// </summary>
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@ -297,7 +297,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private void updatePlacementPosition()
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private void updatePlacementPosition()
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{
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{
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var snapResult = Composer.FindSnappedPositionAndTime(InputManager.CurrentState.Mouse.Position);
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var snapResult = Composer.FindSnappedPositionAndTime(InputManager.CurrentState.Mouse.Position, CurrentPlacement.SnapType);
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// if no time was found from positional snapping, we should still quantize to the beat.
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// if no time was found from positional snapping, we should still quantize to the beat.
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snapResult.Time ??= Beatmap.SnapTime(EditorClock.CurrentTime, null);
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snapResult.Time ??= Beatmap.SnapTime(EditorClock.CurrentTime, null);
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