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Do not show distance to next/previous object if said object is a banana shower

The results of such a display were a little bit nonsensical.
This commit is contained in:
Bartłomiej Dach 2024-11-21 12:17:43 +01:00
parent a8e14b6625
commit 2138729c02
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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text. // See the LICENCE file in the repository root for full licence text.
using System.Linq; using System.Linq;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects;
using osu.Game.Screens.Edit.Compose.Components; using osu.Game.Screens.Edit.Compose.Components;
@ -21,14 +22,14 @@ namespace osu.Game.Rulesets.Catch.Edit
HitObject? precedingObject = EditorBeatmap.HitObjects.LastOrDefault(ho => ho.GetEndTime() < firstSelectedHitObject.StartTime); HitObject? precedingObject = EditorBeatmap.HitObjects.LastOrDefault(ho => ho.GetEndTime() < firstSelectedHitObject.StartTime);
HitObject? nextObject = EditorBeatmap.HitObjects.FirstOrDefault(ho => ho.StartTime > lastSelectedHitObject.GetEndTime()); HitObject? nextObject = EditorBeatmap.HitObjects.FirstOrDefault(ho => ho.StartTime > lastSelectedHitObject.GetEndTime());
if (precedingObject != null) if (precedingObject != null && precedingObject is not BananaShower)
{ {
double previousSnap = snapProvider.ReadCurrentDistanceSnap(precedingObject, firstSelectedHitObject); double previousSnap = snapProvider.ReadCurrentDistanceSnap(precedingObject, firstSelectedHitObject);
AddHeader("To previous"); AddHeader("To previous");
AddValue($"{previousSnap:#,0.##}x"); AddValue($"{previousSnap:#,0.##}x");
} }
if (nextObject != null) if (nextObject != null && nextObject is not BananaShower)
{ {
double nextSnap = snapProvider.ReadCurrentDistanceSnap(lastSelectedHitObject, nextObject); double nextSnap = snapProvider.ReadCurrentDistanceSnap(lastSelectedHitObject, nextObject);
AddHeader("To next"); AddHeader("To next");