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mirror of https://github.com/ppy/osu.git synced 2024-11-15 17:17:26 +08:00

Don't snap to global grid while placing grid

This commit is contained in:
OliBomby 2024-09-23 17:24:09 +02:00
parent fe10621771
commit 0f0f490598
3 changed files with 5 additions and 1 deletions

View File

@ -70,6 +70,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints
return base.OnMouseDown(e); return base.OnMouseDown(e);
} }
public override SnapType SnapType => ~SnapType.GlobalGrids;
public override void UpdateTimeAndPosition(SnapResult result) public override void UpdateTimeAndPosition(SnapResult result)
{ {
var pos = ToLocalSpace(result.ScreenSpacePosition); var pos = ToLocalSpace(result.ScreenSpacePosition);

View File

@ -71,6 +71,8 @@ namespace osu.Game.Rulesets.Edit
PlacementActive = PlacementState.Finished; PlacementActive = PlacementState.Finished;
} }
public virtual SnapType SnapType => SnapType.All;
/// <summary> /// <summary>
/// Updates the time and position of this <see cref="PlacementBlueprint"/> based on the provided snap information. /// Updates the time and position of this <see cref="PlacementBlueprint"/> based on the provided snap information.
/// </summary> /// </summary>

View File

@ -297,7 +297,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
private void updatePlacementPosition() private void updatePlacementPosition()
{ {
var snapResult = Composer.FindSnappedPositionAndTime(InputManager.CurrentState.Mouse.Position); var snapResult = Composer.FindSnappedPositionAndTime(InputManager.CurrentState.Mouse.Position, CurrentPlacement.SnapType);
// if no time was found from positional snapping, we should still quantize to the beat. // if no time was found from positional snapping, we should still quantize to the beat.
snapResult.Time ??= Beatmap.SnapTime(EditorClock.CurrentTime, null); snapResult.Time ??= Beatmap.SnapTime(EditorClock.CurrentTime, null);