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osu-lazer/osu.Game.Rulesets.Taiko/Edit/Blueprints/HitPlacementBlueprint.cs

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// 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.
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#nullable disable
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using osu.Framework.Input.Events;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.UI;
using osuTK;
using osuTK.Input;
namespace osu.Game.Rulesets.Taiko.Edit.Blueprints
{
public class HitPlacementBlueprint : PlacementBlueprint
{
private readonly HitPiece piece;
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public new Hit HitObject => (Hit)base.HitObject;
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public HitPlacementBlueprint()
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: base(new Hit())
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{
InternalChild = piece = new HitPiece
{
Size = new Vector2(TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.DEFAULT_HEIGHT)
};
}
protected override void LoadComplete()
{
base.LoadComplete();
BeginPlacement();
}
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protected override bool OnMouseDown(MouseDownEvent e)
{
switch (e.Button)
{
case MouseButton.Left:
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HitObject.Type = HitType.Centre;
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EndPlacement(true);
return true;
case MouseButton.Right:
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HitObject.Type = HitType.Rim;
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EndPlacement(true);
return true;
}
return false;
}
public override void UpdateTimeAndPosition(SnapResult result)
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{
piece.Position = ToLocalSpace(result.ScreenSpacePosition);
base.UpdateTimeAndPosition(result);
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}
}
}