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Select timing point on enter if no effect point is active at the time

Noticed during testing.
This commit is contained in:
Bartłomiej Dach 2025-02-04 12:44:05 +01:00
parent a0b6610054
commit 2dbf30a096
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@ -79,8 +79,13 @@ namespace osu.Game.Screens.Edit.Timing
var activeTimingPoint = EditorBeatmap.ControlPointInfo.TimingPointAt(accurateTime);
var activeEffectPoint = EditorBeatmap.ControlPointInfo.EffectPointAt(accurateTime);
double latestActiveTime = Math.Max(activeTimingPoint.Time, activeEffectPoint.Time);
SelectedGroup.Value = EditorBeatmap.ControlPointInfo.GroupAt(latestActiveTime);
if (activeEffectPoint.Equals(EffectControlPoint.DEFAULT))
SelectedGroup.Value = EditorBeatmap.ControlPointInfo.GroupAt(activeTimingPoint.Time);
else
{
double latestActiveTime = Math.Max(activeTimingPoint.Time, activeEffectPoint.Time);
SelectedGroup.Value = EditorBeatmap.ControlPointInfo.GroupAt(latestActiveTime);
}
}
protected override void ConfigureTimeline(TimelineArea timelineArea)