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47 lines
1.5 KiB
C#
47 lines
1.5 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics.UserInterfaceV2;
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namespace osu.Game.Screens.Edit.Timing
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{
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internal class EffectSection : Section<EffectControlPoint>
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{
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private LabelledSwitchButton kiai;
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private LabelledSwitchButton omitBarLine;
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[BackgroundDependencyLoader]
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private void load()
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{
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Flow.AddRange(new[]
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{
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kiai = new LabelledSwitchButton { Label = "Kiai Time" },
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omitBarLine = new LabelledSwitchButton { Label = "Skip Bar Line" },
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});
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}
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protected override void OnControlPointChanged(ValueChangedEvent<EffectControlPoint> point)
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{
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if (point.NewValue != null)
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{
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kiai.Current = point.NewValue.KiaiModeBindable;
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omitBarLine.Current = point.NewValue.OmitFirstBarLineBindable;
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}
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}
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protected override EffectControlPoint CreatePoint()
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{
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var reference = Beatmap.Value.Beatmap.ControlPointInfo.EffectPointAt(SelectedGroup.Value.Time);
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return new EffectControlPoint
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{
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KiaiMode = reference.KiaiMode,
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OmitFirstBarLine = reference.OmitFirstBarLine
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};
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}
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}
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}
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