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@ -76,5 +76,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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}
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public override Quad SelectionQuad => ScreenSpaceDrawQuad;
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public override Vector2 SelectionPoint => DrawableObject.Head.ScreenSpaceDrawQuad.Centre;
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}
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}
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@ -35,7 +35,7 @@ namespace osu.Game.Rulesets.Mania.Edit
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var maniaBlueprint = (ManiaSelectionBlueprint)moveEvent.Blueprint;
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int lastColumn = maniaBlueprint.DrawableObject.HitObject.Column;
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adjustOrigins(maniaBlueprint);
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// adjustOrigins(maniaBlueprint);
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performDragMovement(moveEvent);
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performColumnMovement(lastColumn, moveEvent);
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@ -71,7 +71,7 @@ namespace osu.Game.Rulesets.Mania.Edit
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// When scrolling downwards the anchor position is at the bottom of the screen, however the movement event assumes the anchor is at the top of the screen.
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// This causes the delta to assume a positive hitobject position, and which can be corrected for by subtracting the parent height.
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if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
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delta -= moveEvent.Blueprint.Parent.DrawHeight; // todo: probably wrong
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delta -= moveEvent.Blueprint.Parent.DrawHeight; // todo: definitely wrong
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foreach (var selectionBlueprint in SelectedBlueprints)
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{
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@ -401,15 +401,18 @@ namespace osu.Game.Screens.Edit.Compose.Components
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HitObject draggedObject = movementBlueprint.HitObject;
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// The final movement position, relative to screenSpaceMovementStartPosition
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// The final movement position, relative to movementBlueprintOriginalPosition
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Vector2 movePosition = movementBlueprintOriginalPosition.Value + e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
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(Vector2 snappedPosition, double snappedTime) = snapProvider.GetSnappedPosition(ToLocalSpace(movePosition), draggedObject.StartTime);
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(Vector2 snappedPosition, _) = snapProvider.GetSnappedPosition(ToLocalSpace(movePosition), draggedObject.StartTime);
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// Move the hitobjects
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if (!selectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprint, ToScreenSpace(snappedPosition))))
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return true;
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// Todo: Temp
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(_, double snappedTime) = snapProvider.GetSnappedPosition(ToLocalSpace(snappedPosition), draggedObject.StartTime);
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// Apply the start time at the newly snapped-to position
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double offset = snappedTime - draggedObject.StartTime;
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foreach (HitObject obj in selectionHandler.SelectedHitObjects)
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@ -23,6 +23,7 @@ namespace osu.Game.Tests.Beatmaps
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HitObjects = baseBeatmap.HitObjects;
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BeatmapInfo.Ruleset = ruleset;
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BeatmapInfo.RulesetID = ruleset.ID ?? 0;
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BeatmapInfo.BeatmapSet.Metadata = BeatmapInfo.Metadata;
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BeatmapInfo.BeatmapSet.Beatmaps = new List<BeatmapInfo> { BeatmapInfo };
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BeatmapInfo.BeatmapSet.OnlineInfo = new BeatmapSetOnlineInfo
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