1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-22 23:23:01 +08:00
osu-lazer/osu.Game.Rulesets.Taiko/Edit/Blueprints/TaikoSelectionBlueprint.cs

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

41 lines
1.3 KiB
C#
Raw Normal View History

2020-05-29 15:40:10 +08:00
// 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 osu.Framework.Graphics;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
2020-05-29 15:40:10 +08:00
using osuTK;
namespace osu.Game.Rulesets.Taiko.Edit.Blueprints
2020-05-29 15:40:10 +08:00
{
public class TaikoSelectionBlueprint : HitObjectSelectionBlueprint
2020-05-29 15:40:10 +08:00
{
public TaikoSelectionBlueprint(HitObject hitObject)
2020-05-29 15:40:10 +08:00
: base(hitObject)
{
RelativeSizeAxes = Axes.None;
AddInternal(new HitPiece
{
RelativeSizeAxes = Axes.Both,
Origin = Anchor.TopLeft
});
}
protected override void Update()
{
base.Update();
// Move the rectangle to cover the hitobjects
var topLeft = new Vector2(float.MaxValue, float.MaxValue);
var bottomRight = new Vector2(float.MinValue, float.MinValue);
topLeft = Vector2.ComponentMin(topLeft, Parent.ToLocalSpace(DrawableObject.ScreenSpaceDrawQuad.TopLeft));
bottomRight = Vector2.ComponentMax(bottomRight, Parent.ToLocalSpace(DrawableObject.ScreenSpaceDrawQuad.BottomRight));
Size = bottomRight - topLeft;
Position = topLeft;
}
}
}