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42 lines
1.9 KiB
C#
42 lines
1.9 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Objects;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Edit
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{
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public partial class OsuDistanceSnapProvider : ComposerDistanceSnapProvider
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{
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public override double ReadCurrentDistanceSnap(HitObject before, HitObject after)
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{
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// If the pair of hit objects in question here could feasibly be on the same stack, do not provide a distance snap value -
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// they're likely too close to one another for the distance snap value to be useful anyway even if they somehow are not.
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if (Vector2.Distance(((OsuHitObject)before).EndPosition, ((OsuHitObject)after).Position) < OsuBeatmapProcessor.STACK_DISTANCE)
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return 0;
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var lastObjectWithVelocity = EditorBeatmap.HitObjects.TakeWhile(ho => ho != after).OfType<IHasSliderVelocity>().LastOrDefault();
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float expectedDistance = DurationToDistance(after.StartTime - before.GetEndTime(), before.StartTime, lastObjectWithVelocity);
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float actualDistance = Vector2.Distance(((OsuHitObject)before).StackedEndPosition, ((OsuHitObject)after).StackedPosition);
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return actualDistance / expectedDistance;
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}
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protected override bool AdjustDistanceSpacing(GlobalAction action, float amount)
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{
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// To allow better visualisation, ensure that the spacing grid is visible before adjusting.
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DistanceSnapToggle.Value = TernaryState.True;
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return base.AdjustDistanceSpacing(action, amount);
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}
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}
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}
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