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osu-lazer/osu.Game.Rulesets.Osu/Edit/Blueprints/Spinners/SpinnerPlacementBlueprint.cs
2022-06-17 16:37:17 +09:00

66 lines
1.8 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.
#nullable disable
using System;
using osu.Framework.Graphics;
using osu.Framework.Input.Events;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Osu.Edit.Blueprints.Spinners.Components;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.UI;
using osuTK.Input;
namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Spinners
{
public class SpinnerPlacementBlueprint : PlacementBlueprint
{
public new Spinner HitObject => (Spinner)base.HitObject;
private readonly SpinnerPiece piece;
private bool isPlacingEnd;
public SpinnerPlacementBlueprint()
: base(new Spinner { Position = OsuPlayfield.BASE_SIZE / 2 })
{
InternalChild = piece = new SpinnerPiece { Alpha = 0.5f };
}
protected override void Update()
{
base.Update();
if (isPlacingEnd)
HitObject.EndTime = Math.Max(HitObject.StartTime, EditorClock.CurrentTime);
piece.UpdateFrom(HitObject);
}
protected override bool OnMouseDown(MouseDownEvent e)
{
if (isPlacingEnd)
{
if (e.Button != MouseButton.Right)
return false;
HitObject.EndTime = EditorClock.CurrentTime;
EndPlacement(true);
}
else
{
if (e.Button != MouseButton.Left)
return false;
BeginPlacement(commitStart: true);
piece.FadeTo(1f, 150, Easing.OutQuint);
isPlacingEnd = true;
}
return true;
}
}
}