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Ensure placement uses currently selected bank

This commit is contained in:
Dean Herbert 2022-10-19 21:39:51 +09:00
parent 50e24ddd87
commit 372a655be1

View File

@ -77,9 +77,10 @@ namespace osu.Game.Screens.Edit.Compose.Components
// we own SelectionHandler so don't need to worry about making bindable copies (for simplicity)
foreach (var kvp in SelectionHandler.SelectionSampleStates)
{
kvp.Value.BindValueChanged(_ => updatePlacementSamples());
}
foreach (var kvp in SelectionHandler.SelectionBankStates)
kvp.Value.BindValueChanged(_ => updatePlacementSamples());
}
protected override void TransferBlueprintFor(HitObject hitObject, DrawableHitObject drawableObject)
@ -146,6 +147,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
foreach (var kvp in SelectionHandler.SelectionSampleStates)
sampleChanged(kvp.Key, kvp.Value.Value);
foreach (var kvp in SelectionHandler.SelectionBankStates)
bankChanged(kvp.Key, kvp.Value.Value);
}
private void sampleChanged(string sampleName, TernaryState state)
@ -170,6 +174,18 @@ namespace osu.Game.Screens.Edit.Compose.Components
}
}
private void bankChanged(string bankName, TernaryState state)
{
if (currentPlacement == null) return;
switch (state)
{
case TernaryState.True:
currentPlacement.HitObject.SampleControlPoint.SampleBank = bankName;
break;
}
}
public readonly Bindable<TernaryState> NewCombo = new Bindable<TernaryState> { Description = "New Combo" };
/// <summary>