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Fix incorrect snapping behaviour when previous object is not snapped to beat
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@ -76,6 +76,8 @@ namespace osu.Game.Rulesets.Edit
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/// <item>the beatmap's <see cref="IBeatmapDifficultyInfo.SliderMultiplier"/>,</item>,
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/// <item>the beatmap's <see cref="IBeatmapDifficultyInfo.SliderMultiplier"/>,</item>,
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/// <item>the current beat divisor.</item>
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/// <item>the current beat divisor.</item>
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/// </list>
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/// </list>
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/// Note that the returned value does <b>NOT</b> depend on <see cref="DistanceSpacingMultiplier"/>;
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/// consumers are expected to include that multiplier as they see fit.
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/// </summary>
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/// </summary>
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float FindSnappedDistance(float distance, double snapReferenceTime, IHasSliderVelocity? withVelocity = null);
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float FindSnappedDistance(float distance, double snapReferenceTime, IHasSliderVelocity? withVelocity = null);
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}
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}
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@ -56,7 +56,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// Picture the scenario where the user has just placed an object on a 1/2 snap, then changes to
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// Picture the scenario where the user has just placed an object on a 1/2 snap, then changes to
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// 1/3 snap and expects to be able to place the next object on a valid 1/3 snap, regardless of the
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// 1/3 snap and expects to be able to place the next object on a valid 1/3 snap, regardless of the
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// fact that the 1/2 snap reference object is not valid for 1/3 snapping.
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// fact that the 1/2 snap reference object is not valid for 1/3 snapping.
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float offset = SnapProvider.FindSnappedDistance(0, StartTime, SliderVelocitySource);
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float offset = (float)(SnapProvider.FindSnappedDistance(0, StartTime, SliderVelocitySource) * DistanceSpacingMultiplier.Value);
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for (int i = 0; i < requiredCircles; i++)
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for (int i = 0; i < requiredCircles; i++)
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{
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{
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