diff --git a/osu.Game.Rulesets.Mania/Edit/Blueprints/ManiaPlacementBlueprint.cs b/osu.Game.Rulesets.Mania/Edit/Blueprints/ManiaPlacementBlueprint.cs index 4a187b1942..e83c85b40e 100644 --- a/osu.Game.Rulesets.Mania/Edit/Blueprints/ManiaPlacementBlueprint.cs +++ b/osu.Game.Rulesets.Mania/Edit/Blueprints/ManiaPlacementBlueprint.cs @@ -86,7 +86,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints // If we're scrolling downwards, a position of 0 is actually further away from the hit target // so we need to flip the vertical coordinate in the hitobject container's space - var hitObjectPos = applyPositionOffset(Column.HitObjectContainer.ToLocalSpace(screenSpacePosition), false).Y; + var hitObjectPos = mouseToHitObjectPosition(Column.HitObjectContainer.ToLocalSpace(screenSpacePosition)).Y; if (scrollingInfo.Direction.Value == ScrollingDirection.Down) hitObjectPos = hitObjectContainer.DrawHeight - hitObjectPos; @@ -106,31 +106,55 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints if (scrollingInfo.Direction.Value == ScrollingDirection.Down) pos = Column.HitObjectContainer.DrawHeight - pos; - return applyPositionOffset(Column.HitObjectContainer.ToSpaceOfOtherDrawable(new Vector2(0, pos), Parent), true).Y; + return hitObjectToMousePosition(Column.HitObjectContainer.ToSpaceOfOtherDrawable(new Vector2(0, pos), Parent)).Y; } protected Column ColumnAt(Vector2 screenSpacePosition) => composer.ColumnAt(screenSpacePosition); - private Vector2 applyPositionOffset(Vector2 position, bool reverse) + /// + /// Converts a mouse position to a hitobject position. + /// + /// + /// Blueprints are centred on the mouse position, such that the hitobject position is anchored at the top or bottom of the blueprint depending on the scroll direction. + /// + /// The mouse position. + /// The resulting hitobject position, acnhored at the top or bottom of the blueprint depending on the scroll direction. + private Vector2 mouseToHitObjectPosition(Vector2 mousePosition) { - float offset = 0; - switch (scrollingInfo.Direction.Value) { case ScrollingDirection.Up: - offset = -NotePiece.NOTE_HEIGHT / 2; + mousePosition.Y -= NotePiece.NOTE_HEIGHT / 2; break; case ScrollingDirection.Down: - offset = NotePiece.NOTE_HEIGHT / 2; + mousePosition.Y += NotePiece.NOTE_HEIGHT / 2; break; } - if (reverse) - offset = -offset; + return mousePosition; + } - return new Vector2(position.X, position.Y + offset); + /// + /// Converts a hitobject position to a mouse position. + /// + /// The hitobject position. + /// The resulting mouse position, anchored at the centre of the hitobject. + private Vector2 hitObjectToMousePosition(Vector2 hitObjectPosition) + { + switch (scrollingInfo.Direction.Value) + { + case ScrollingDirection.Up: + hitObjectPosition.Y += NotePiece.NOTE_HEIGHT / 2; + break; + + case ScrollingDirection.Down: + hitObjectPosition.Y -= NotePiece.NOTE_HEIGHT / 2; + break; + } + + return hitObjectPosition; } } }