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@ -14,6 +14,7 @@ using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Edit;
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using osu.Game.Rulesets.Mania.Edit;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit;
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@ -139,8 +140,8 @@ namespace osu.Game.Rulesets.Mania.Tests
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AddAssert("hitobjects moved columns", () => composer.EditorBeatmap.HitObjects.All(h => ((ManiaHitObject)h).Column == 1));
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AddAssert("hitobjects moved columns", () => composer.EditorBeatmap.HitObjects.All(h => ((ManiaHitObject)h).Column == 1));
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// Todo: They'll have moved vertically by half the height of a note. Probably a problem.
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// 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.
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AddAssert("hitobjects not moved vertically", () => lastObject.DrawPosition.Y - originalPosition.Y < 10);
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AddAssert("hitobjects not moved vertically", () => lastObject.DrawPosition.Y - originalPosition.Y <= DefaultNotePiece.NOTE_HEIGHT);
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}
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}
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private class TestComposer : CompositeDrawable
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private class TestComposer : CompositeDrawable
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@ -53,7 +53,8 @@ namespace osu.Game.Rulesets.Mania.Edit
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if (drawableRuleset.ScrollingInfo.Direction.Value == ScrollingDirection.Down)
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if (drawableRuleset.ScrollingInfo.Direction.Value == ScrollingDirection.Down)
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{
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{
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// We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
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// We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
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// 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.
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// The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position,
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// so when scrolling downwards the coordinates need to be flipped.
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targetPosition = hoc.DrawHeight - targetPosition;
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targetPosition = hoc.DrawHeight - targetPosition;
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}
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}
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