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revert back name change
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@ -486,20 +486,20 @@ namespace osu.Game.Screens.Edit.Compose.Components
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Debug.Assert(movementBlueprintOriginalPositions != null);
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Vector2 distanceTraveled = e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
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Vector2 distanceTravelled = e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
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if (snapProvider != null)
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{
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var currentSelectionPointPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoint).ToArray();
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if (checkSnappingForNearbyObjects(distanceTraveled, movementBlueprintOriginalPositions, currentSelectionPointPositions))
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if (checkSnappingForNearbyObjects(distanceTravelled, movementBlueprintOriginalPositions, currentSelectionPointPositions))
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return true;
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var currentEndPointPositions = movementBlueprints.Where(m => m.ScreenSpaceSelectionPoint != m.ScreenSpaceEndPoint)
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.Select(m => m.ScreenSpaceEndPoint)
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.ToArray();
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if (checkSnappingForNearbyObjects(distanceTraveled, movementBlueprintOriginalEndPositions, currentEndPointPositions))
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if (checkSnappingForNearbyObjects(distanceTravelled, movementBlueprintOriginalEndPositions, currentEndPointPositions))
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return true;
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}
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@ -507,7 +507,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// item in the selection.
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// The final movement position, relative to movementBlueprintOriginalPosition.
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Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTraveled;
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Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTravelled;
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// Retrieve a snapped position.
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var result = snapProvider?.FindSnappedPositionAndTime(movePosition, ~SnapType.NearbyObjects);
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@ -523,16 +523,16 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <summary>
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/// Check for positional snap for every given positions.
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/// </summary>
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/// <param name="distanceTraveled">Distance traveled since start of dragging action. </param>
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/// <param name="distanceTravelled">Distance traveled since start of dragging action. </param>
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/// <param name="originalPositions">The position of objects before start of dragging action. </param>
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/// <param name="currentPositions">The positions of object at the current time.</param>
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/// <returns>Whether found object to snap to.</returns>
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private bool checkSnappingForNearbyObjects(Vector2 distanceTraveled, Vector2[] originalPositions, Vector2[] currentPositions)
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private bool checkSnappingForNearbyObjects(Vector2 distanceTravelled, Vector2[] originalPositions, Vector2[] currentPositions)
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{
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for (int i = 0; i < originalPositions.Length; i++)
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{
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Vector2 originalPosition = originalPositions[i];
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var testPosition = originalPosition + distanceTraveled;
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var testPosition = originalPosition + distanceTravelled;
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var positionalResult = snapProvider.FindSnappedPositionAndTime(testPosition, SnapType.NearbyObjects);
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