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osu-lazer/osu.Game.Rulesets.Osu/Edit/Blueprints/Spinners/SpinnerPlacementBlueprint.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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using System;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Events;
using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.Spinners.Components;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
using osuTK;
using osuTK.Input;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Spinners
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{
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public class SpinnerPlacementBlueprint : PlacementBlueprint
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{
public new Spinner HitObject => (Spinner)base.HitObject;
private readonly SpinnerPiece piece;
private bool isPlacingEnd;
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public SpinnerPlacementBlueprint()
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: base(new Spinner { Position = OsuPlayfield.BASE_SIZE / 2 })
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{
InternalChild = piece = new SpinnerPiece { Alpha = 0.5f };
}
protected override void Update()
{
base.Update();
if (isPlacingEnd)
HitObject.EndTime = Math.Max(HitObject.StartTime, EditorClock.CurrentTime);
piece.UpdateFrom(HitObject);
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}
protected override bool OnMouseDown(MouseDownEvent e)
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{
if (isPlacingEnd)
{
if (e.Button != MouseButton.Right)
return false;
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HitObject.EndTime = EditorClock.CurrentTime;
EndPlacement();
}
else
{
if (e.Button != MouseButton.Left)
return false;
BeginPlacement();
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piece.FadeTo(1f, 150, Easing.OutQuint);
isPlacingEnd = true;
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}
return true;
}
public override void UpdatePosition(Vector2 screenSpacePosition)
{
}
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}
}