1
0
mirror of https://github.com/ppy/osu.git synced 2024-09-21 22:47:24 +08:00
osu-lazer/osu.Game.Rulesets.Taiko/Edit/Blueprints/HitPlacementBlueprint.cs
2024-01-19 23:58:58 +03:00

50 lines
1.3 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 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);
}
}
}