// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Input.Events; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.UI; using osuTK; using osuTK.Input; namespace osu.Game.Rulesets.Taiko.Edit.Blueprints { public partial class HitPlacementBlueprint : PlacementBlueprint { private readonly HitPiece piece; public new Hit HitObject => (Hit)base.HitObject; public HitPlacementBlueprint() : base(new Hit()) { InternalChild = piece = new HitPiece { Size = new Vector2(TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.BASE_HEIGHT) }; } protected override void LoadComplete() { base.LoadComplete(); BeginPlacement(); } protected override bool OnMouseDown(MouseDownEvent e) { if (e.Button != MouseButton.Left) return false; EndPlacement(true); return true; } public override void UpdateTimeAndPosition(SnapResult result) { piece.Position = ToLocalSpace(result.ScreenSpacePosition); base.UpdateTimeAndPosition(result); } } }