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osu-lazer/osu.Game.Rulesets.Osu/Edit/OsuDistanceSnapProvider.cs
T
2025-05-27 09:31:14 +02:00

42 lines
1.9 KiB
C#

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