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osu-lazer/osu.Game/Rulesets/Edit/HitObjectPlacementBlueprint.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.
using System.Linq;
using System.Threading;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Compose;
namespace osu.Game.Rulesets.Edit
{
/// <summary>
/// A blueprint which governs the creation of a new <see cref="HitObject"/> to actualisation.
/// </summary>
public abstract partial class HitObjectPlacementBlueprint : PlacementBlueprint
{
/// <summary>
/// Whether the sample bank should be taken from the previous hit object.
/// </summary>
public bool AutomaticBankAssignment { get; set; }
/// <summary>
/// The <see cref="HitObject"/> that is being placed.
/// </summary>
public readonly HitObject HitObject;
[Resolved]
protected EditorClock EditorClock { get; private set; } = null!;
[Resolved]
private EditorBeatmap beatmap { get; set; } = null!;
private Bindable<double> startTimeBindable = null!;
private HitObject? getPreviousHitObject() => beatmap.HitObjects.TakeWhile(h => h.StartTime <= startTimeBindable.Value).LastOrDefault();
[Resolved]
private IPlacementHandler placementHandler { get; set; } = null!;
protected HitObjectPlacementBlueprint(HitObject hitObject)
{
HitObject = hitObject;
// adding the default hit sample should be the case regardless of the ruleset.
HitObject.Samples.Add(new HitSampleInfo(HitSampleInfo.HIT_NORMAL));
}
[BackgroundDependencyLoader]
private void load()
{
startTimeBindable = HitObject.StartTimeBindable.GetBoundCopy();
startTimeBindable.BindValueChanged(_ => ApplyDefaultsToHitObject(), true);
}
protected override void BeginPlacement(bool commitStart = false)
{
base.BeginPlacement(commitStart);
placementHandler.BeginPlacement(HitObject);
}
public override void EndPlacement(bool commit)
{
base.EndPlacement(commit);
placementHandler.EndPlacement(HitObject, IsValidForPlacement && commit);
}
/// <summary>
/// Updates the time and position of this <see cref="HitObjectPlacementBlueprint"/> based on the provided snap information.
/// </summary>
/// <param name="result">The snap result information.</param>
public override void UpdateTimeAndPosition(SnapResult result)
{
if (PlacementActive == PlacementState.Waiting)
{
HitObject.StartTime = result.Time ?? EditorClock.CurrentTime;
if (HitObject is IHasComboInformation comboInformation)
comboInformation.UpdateComboInformation(getPreviousHitObject() as IHasComboInformation);
}
var lastHitObject = getPreviousHitObject();
if (AutomaticBankAssignment)
{
// Create samples based on the sample settings of the previous hit object
if (lastHitObject != null)
{
for (int i = 0; i < HitObject.Samples.Count; i++)
HitObject.Samples[i] = lastHitObject.CreateHitSampleInfo(HitObject.Samples[i].Name);
}
}
else
{
var lastHitNormal = lastHitObject?.Samples?.FirstOrDefault(o => o.Name == HitSampleInfo.HIT_NORMAL);
if (lastHitNormal != null)
{
// Only inherit the volume from the previous hit object
for (int i = 0; i < HitObject.Samples.Count; i++)
HitObject.Samples[i] = HitObject.Samples[i].With(newVolume: lastHitNormal.Volume);
}
}
if (HitObject is IHasRepeats hasRepeats)
{
// Make sure all the node samples are identical to the hit object's samples
for (int i = 0; i < hasRepeats.NodeSamples.Count; i++)
hasRepeats.NodeSamples[i] = HitObject.Samples.Select(o => o.With()).ToList();
}
}
/// <summary>
/// Invokes <see cref="Objects.HitObject.ApplyDefaults(ControlPointInfo,IBeatmapDifficultyInfo,CancellationToken)"/>,
/// refreshing <see cref="Objects.HitObject.NestedHitObjects"/> and parameters for the <see cref="HitObject"/>.
/// </summary>
protected void ApplyDefaultsToHitObject() => HitObject.ApplyDefaults(beatmap.ControlPointInfo, beatmap.Difficulty);
}
}