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Adjust rounding tolerance in distance snap grid ring colour logic
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@ -159,7 +159,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// in case 2, we want *flooring* to occur, to prevent a possible off-by-one
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// in case 2, we want *flooring* to occur, to prevent a possible off-by-one
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// because of the rounding snapping forward by a chunk of time significantly too high to be considered a rounding error.
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// because of the rounding snapping forward by a chunk of time significantly too high to be considered a rounding error.
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// the tolerance margin chosen here is arbitrary and can be adjusted if more cases of this are found.
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// the tolerance margin chosen here is arbitrary and can be adjusted if more cases of this are found.
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if (Precision.DefinitelyBigger(beatIndex, fractionalBeatIndex, 0.005))
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if (Precision.DefinitelyBigger(beatIndex, fractionalBeatIndex, 0.01))
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beatIndex = (int)Math.Floor(fractionalBeatIndex);
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beatIndex = (int)Math.Floor(fractionalBeatIndex);
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var colour = BindableBeatDivisor.GetColourFor(BindableBeatDivisor.GetDivisorForBeatIndex(beatIndex + placementIndex + 1, beatDivisor.Value), Colours);
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var colour = BindableBeatDivisor.GetColourFor(BindableBeatDivisor.GetDivisorForBeatIndex(beatIndex + placementIndex + 1, beatDivisor.Value), Colours);
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