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Update timeline blueprint's end time logic to better match new blueprint implementation

This commit is contained in:
Dean Herbert 2022-12-02 17:57:13 +09:00
parent 45ea183cc3
commit d1296a22ce

View File

@ -424,9 +424,9 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
break;
case IHasDuration endTimeHitObject:
double snappedTime = Math.Max(hitObject.StartTime, beatSnapProvider.SnapTime(time));
double snappedTime = Math.Max(hitObject.StartTime + beatSnapProvider.GetBeatLengthAtTime(hitObject.StartTime), beatSnapProvider.SnapTime(time));
if (endTimeHitObject.EndTime == snappedTime || Precision.AlmostEquals(snappedTime, hitObject.StartTime, beatmap.GetBeatLengthAtTime(snappedTime)))
if (endTimeHitObject.EndTime == snappedTime)
return;
endTimeHitObject.Duration = snappedTime - hitObject.StartTime;