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osu-lazer/osu.Game.Rulesets.Osu/Edit/OsuHitObjectComposer.cs

94 lines
3.2 KiB
C#

// 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;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Edit.Tools;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles;
using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders;
using osu.Game.Rulesets.Osu.Edit.Blueprints.Spinners;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Edit.Compose.Components;
namespace osu.Game.Rulesets.Osu.Edit
{
public class OsuHitObjectComposer : HitObjectComposer<OsuHitObject>
{
public OsuHitObjectComposer(Ruleset ruleset)
: base(ruleset)
{
}
protected override DrawableRuleset<OsuHitObject> CreateDrawableRuleset(Ruleset ruleset, IWorkingBeatmap beatmap, IReadOnlyList<Mod> mods)
=> new DrawableOsuEditRuleset(ruleset, beatmap, mods);
protected override IReadOnlyList<HitObjectCompositionTool> CompositionTools => new HitObjectCompositionTool[]
{
new HitCircleCompositionTool(),
new SliderCompositionTool(),
new SpinnerCompositionTool()
};
public override SelectionHandler CreateSelectionHandler() => new OsuSelectionHandler();
public override SelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject)
{
switch (hitObject)
{
case DrawableHitCircle circle:
return new HitCircleSelectionBlueprint(circle);
case DrawableSlider slider:
return new SliderSelectionBlueprint(slider);
case DrawableSpinner spinner:
return new SpinnerSelectionBlueprint(spinner);
}
return base.CreateBlueprintFor(hitObject);
}
protected override DistanceSnapGrid CreateDistanceSnapGrid(IEnumerable<HitObject> selectedHitObjects)
{
var objects = selectedHitObjects.ToList();
if (objects.Count == 0)
return createGrid(h => h.StartTime <= EditorClock.CurrentTime);
double minTime = objects.Min(h => h.StartTime);
return createGrid(h => h.StartTime < minTime);
}
private OsuDistanceSnapGrid createGrid(Func<HitObject, bool> hitObjectSelector)
{
int lastIndex = -1;
for (int i = 0; i < EditorBeatmap.HitObjects.Count; i++)
{
HitObject hitObject = EditorBeatmap.HitObjects[i];
if (!hitObjectSelector(hitObject))
break;
lastIndex = i;
}
if (lastIndex == -1)
return null;
OsuHitObject lastObject = EditorBeatmap.HitObjects[lastIndex];
OsuHitObject nextObject = lastIndex == EditorBeatmap.HitObjects.Count - 1 ? null : EditorBeatmap.HitObjects[lastIndex + 1];
return new OsuDistanceSnapGrid(lastObject, nextObject);
}
}
}