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mirror of https://github.com/ppy/osu.git synced 2024-12-13 08:32:57 +08:00

Restore previous NewCombo state when adding objects

This commit is contained in:
Marvin Schürz 2024-10-11 23:41:57 +02:00
parent f76a2d02f6
commit 767ded4326

View File

@ -150,24 +150,40 @@ namespace osu.Game.Rulesets.Osu.Edit
insertedCircles.RemoveRange(totalPoints, insertedCircles.Count - totalPoints);
}
bool first = true;
var newlyAdded = new List<HitCircle>();
for (int i = 0; i < totalPoints; ++i)
{
float angle = float.DegreesToRadians(offsetAngleInput.Current.Value) + (i + 1) * (2 * float.Pi / pointInput.Current.Value);
var position = OsuPlayfield.BASE_SIZE / 2 + new Vector2(polygonRadius * float.Cos(angle), polygonRadius * float.Sin(angle));
bool newCombo = i == 0 && newComboState.Value == TernaryState.True;
bool alreadyAdded = i < insertedCircles.Count;
HitCircle circle;
var circle = alreadyAdded
? insertedCircles[i]
: new HitCircle();
if (i < insertedCircles.Count)
{
circle = insertedCircles[i];
circle.Position = position;
circle.StartTime = startTime;
circle.NewCombo = first && newComboState.Value == TernaryState.True;
circle.Position = position;
circle.StartTime = startTime;
circle.NewCombo = newCombo;
editorBeatmap.Update(circle);
}
else
{
circle = new HitCircle
{
Position = position,
StartTime = startTime,
NewCombo = newCombo,
};
newlyAdded.Add(circle);
// TODO: probably ensure samples also follow current ternary status (not trivial)
circle.Samples.Add(circle.CreateHitSampleInfo());
}
if (position.X < 0 || position.Y < 0 || position.X > OsuPlayfield.BASE_SIZE.X || position.Y > OsuPlayfield.BASE_SIZE.Y)
{
@ -177,26 +193,18 @@ namespace osu.Game.Rulesets.Osu.Edit
return;
}
if (!alreadyAdded)
{
newlyAdded.Add(circle);
// TODO: probably ensure samples also follow current ternary status (not trivial)
circle.Samples.Add(circle.CreateHitSampleInfo());
}
else
{
editorBeatmap.Update(circle);
}
startTime = beatSnapProvider.SnapTime(startTime + timeSpacing);
first = false;
}
var previousNewComboState = newComboState.Value;
insertedCircles.AddRange(newlyAdded);
editorBeatmap.AddRange(newlyAdded);
// When adding new hitObjects, newCombo state will get reset to false when no objects are selected.
// Since this is the case when this popover is showing, we need to restore the previous newCombo state
newComboState.Value = previousNewComboState;
commitButton.Enabled.Value = true;
}