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Fix drum roll editor blueprint size & input handling
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@ -31,6 +31,9 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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public override Quad ScreenSpaceDrawQuad => MainPiece.Drawable.ScreenSpaceDrawQuad;
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public override Quad ScreenSpaceDrawQuad => MainPiece.Drawable.ScreenSpaceDrawQuad;
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// done strictly for editor purposes.
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => MainPiece.Drawable.ReceivePositionalInputAt(screenSpacePos);
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/// <summary>
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/// <summary>
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/// Rolling number of tick hits. This increases for hits and decreases for misses.
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/// Rolling number of tick hits. This increases for hits and decreases for misses.
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/// </summary>
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/// </summary>
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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// 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.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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@ -9,6 +10,7 @@ using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Skinning;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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@ -19,13 +21,22 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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{
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{
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get
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get
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{
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{
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var headDrawQuad = headCircle.ScreenSpaceDrawQuad;
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// the reason why this calculation is so involved is that the head & tail sprites have different sizes/radii.
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var tailDrawQuad = tailCircle.ScreenSpaceDrawQuad;
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// therefore naively taking the SSDQs of them and making a quad out of them results in a trapezoid shape and not a box.
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var headCentre = headCircle.ScreenSpaceDrawQuad.Centre;
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var tailCentre = (tailCircle.ScreenSpaceDrawQuad.TopLeft + tailCircle.ScreenSpaceDrawQuad.BottomLeft) / 2;
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return new Quad(headDrawQuad.TopLeft, tailDrawQuad.TopRight, headDrawQuad.BottomLeft, tailDrawQuad.BottomRight);
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float headRadius = headCircle.ScreenSpaceDrawQuad.Height / 2;
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float tailRadius = tailCircle.ScreenSpaceDrawQuad.Height / 2;
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float radius = Math.Max(headRadius, tailRadius);
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var rectangle = new RectangleF(headCentre.X, headCentre.Y, tailCentre.X - headCentre.X, 0).Inflate(radius);
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return new Quad(rectangle.TopLeft, rectangle.TopRight, rectangle.BottomLeft, rectangle.BottomRight);
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}
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}
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}
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => ScreenSpaceDrawQuad.Contains(screenSpacePos);
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private LegacyCirclePiece headCircle = null!;
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private LegacyCirclePiece headCircle = null!;
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private Sprite body = null!;
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private Sprite body = null!;
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