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Simplify code

This commit is contained in:
Bartłomiej Dach 2025-01-24 12:34:05 +01:00
parent 269ade178e
commit 589035c534
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@ -230,8 +230,6 @@ namespace osu.Game.Rulesets.Osu.Edit
if (!snapToVisibleBlueprints(screenSpacePosition, out var snapResult))
return null;
snapResult.Time ??= fallbackTime;
if (DistanceSnapProvider.DistanceSnapToggle.Value != TernaryState.True || distanceSnapGrid == null)
return snapResult;
@ -244,8 +242,9 @@ namespace osu.Game.Rulesets.Osu.Edit
// The easiest way to ensure this is to attempt application of distance snap after a nearby object is found, and copy over
// the time value if the proposed positions are roughly the same.
(Vector2 distanceSnappedPosition, double distanceSnappedTime) = distanceSnapGrid.GetSnappedPosition(distanceSnapGrid.ToLocalSpace(snapResult.ScreenSpacePosition));
if (Precision.AlmostEquals(distanceSnapGrid.ToScreenSpace(distanceSnappedPosition), snapResult.ScreenSpacePosition, 1))
snapResult.Time = distanceSnappedTime;
snapResult.Time = Precision.AlmostEquals(distanceSnapGrid.ToScreenSpace(distanceSnappedPosition), snapResult.ScreenSpacePosition, 1)
? distanceSnappedTime
: fallbackTime;
return snapResult;
}