From db12fafc2c3187220488e6235acc4f93cfa97687 Mon Sep 17 00:00:00 2001 From: smoogipoo Date: Tue, 28 Apr 2020 18:53:30 +0900 Subject: [PATCH] Update comment --- .../TestSceneManiaHitObjectComposer.cs | 5 +++-- osu.Game.Rulesets.Mania/Edit/ManiaHitObjectComposer.cs | 3 ++- 2 files changed, 5 insertions(+), 3 deletions(-) diff --git a/osu.Game.Rulesets.Mania.Tests/TestSceneManiaHitObjectComposer.cs b/osu.Game.Rulesets.Mania.Tests/TestSceneManiaHitObjectComposer.cs index 4ce2424ffa..a84fe83245 100644 --- a/osu.Game.Rulesets.Mania.Tests/TestSceneManiaHitObjectComposer.cs +++ b/osu.Game.Rulesets.Mania.Tests/TestSceneManiaHitObjectComposer.cs @@ -14,6 +14,7 @@ using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Mania.Beatmaps; using osu.Game.Rulesets.Mania.Edit; using osu.Game.Rulesets.Mania.Objects; +using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.UI.Scrolling; using osu.Game.Screens.Edit; @@ -139,8 +140,8 @@ namespace osu.Game.Rulesets.Mania.Tests AddAssert("hitobjects moved columns", () => composer.EditorBeatmap.HitObjects.All(h => ((ManiaHitObject)h).Column == 1)); - // Todo: They'll have moved vertically by half the height of a note. Probably a problem. - AddAssert("hitobjects not moved vertically", () => lastObject.DrawPosition.Y - originalPosition.Y < 10); + // Todo: They'll move vertically by the height of a note since there's no snapping and the selection point is the middle of the note. + AddAssert("hitobjects not moved vertically", () => lastObject.DrawPosition.Y - originalPosition.Y <= DefaultNotePiece.NOTE_HEIGHT); } private class TestComposer : CompositeDrawable diff --git a/osu.Game.Rulesets.Mania/Edit/ManiaHitObjectComposer.cs b/osu.Game.Rulesets.Mania/Edit/ManiaHitObjectComposer.cs index af465af16a..dfa933baad 100644 --- a/osu.Game.Rulesets.Mania/Edit/ManiaHitObjectComposer.cs +++ b/osu.Game.Rulesets.Mania/Edit/ManiaHitObjectComposer.cs @@ -53,7 +53,8 @@ namespace osu.Game.Rulesets.Mania.Edit if (drawableRuleset.ScrollingInfo.Direction.Value == ScrollingDirection.Down) { // We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time. - // The scrolling algorithm assumes a top anchor meaning an increase in time corresponds to an increase in position, so when scrolling downwards the coordinates need to be flipped. + // The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position, + // so when scrolling downwards the coordinates need to be flipped. targetPosition = hoc.DrawHeight - targetPosition; }