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Implement slider path distance snapping

This commit is contained in:
smoogipoo 2019-10-24 18:09:20 +09:00
parent ef4dd3e028
commit f45f17339c
3 changed files with 20 additions and 2 deletions

View File

@ -33,6 +33,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
private PlacementState state;
[Resolved]
private HitObjectComposer composer { get; set; }
public SliderPlacementBlueprint()
: base(new Objects.Slider())
{
@ -131,8 +134,12 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
private void updateSlider()
{
var newControlPoints = segments.SelectMany(s => s.ControlPoints).Concat(cursor.Yield()).ToArray();
HitObject.Path = new SliderPath(newControlPoints.Length > 2 ? PathType.Bezier : PathType.Linear, newControlPoints);
Vector2[] newControlPoints = segments.SelectMany(s => s.ControlPoints).Concat(cursor.Yield()).ToArray();
var unsnappedPath = new SliderPath(newControlPoints.Length > 2 ? PathType.Bezier : PathType.Linear, newControlPoints);
var snappedDistance = composer.GetSnappedDistance((float)unsnappedPath.Distance);
HitObject.Path = new SliderPath(newControlPoints.Length > 2 ? PathType.Bezier : PathType.Linear, newControlPoints, snappedDistance);
bodyPiece.UpdateFrom(HitObject);
headCirclePiece.UpdateFrom(HitObject.HeadCircle);

View File

@ -261,6 +261,8 @@ namespace osu.Game.Rulesets.Edit
public override double GetSnappedTime(double startTime, Vector2 position) => distanceSnapGrid?.GetSnapTime(position) ?? startTime;
public override float GetSnappedDistance(float distance) => distanceSnapGrid?.GetSnapDistance(distance) ?? distance;
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
@ -313,5 +315,7 @@ namespace osu.Game.Rulesets.Edit
public abstract Vector2 GetSnappedPosition(Vector2 position);
public abstract double GetSnappedTime(double startTime, Vector2 screenSpacePosition);
public abstract float GetSnappedDistance(float distance);
}
}

View File

@ -128,6 +128,13 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// <returns>The time at the snapped position.</returns>
public double GetSnapTime(Vector2 position) => startTime + (position - CentrePosition).Length / Velocity;
/// <summary>
/// Snaps a distance by the snap distance of this grid.
/// </summary>
/// <param name="distance">The distance to snap.</param>
/// <returns>The snapped distance.</returns>
public float GetSnapDistance(float distance) => (int)(distance / DistanceSpacing) * DistanceSpacing;
/// <summary>
/// Retrieves the applicable colour for a beat index.
/// </summary>