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f443cfb93e
Until now, these were haphazardly enforce inline in blueprint implementations. The only thing stopping complete breakage is that `EndPlacement` wasn't called (too much) from outside the blueprint, leaving them responsible for their own placement. By moving this conditional out of the provided paramters to `EndPlacement`, it allows more flexible usage of that method externally. Coming in a future PR.
83 lines
2.3 KiB
C#
83 lines
2.3 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 System;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Catch.Edit.Blueprints.Components;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Edit;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Catch.Edit.Blueprints
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{
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public partial class BananaShowerPlacementBlueprint : CatchPlacementBlueprint<BananaShower>
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{
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private readonly TimeSpanOutline outline;
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private double placementStartTime;
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private double placementEndTime;
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protected override bool IsValidForPlacement => HitObject.Duration > 0;
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public BananaShowerPlacementBlueprint()
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{
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InternalChild = outline = new TimeSpanOutline();
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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BeginPlacement();
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}
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protected override void Update()
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{
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base.Update();
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outline.UpdateFrom(HitObjectContainer, HitObject);
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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switch (PlacementActive)
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{
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case PlacementState.Waiting:
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if (e.Button != MouseButton.Left) break;
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BeginPlacement(true);
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return true;
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case PlacementState.Active:
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if (e.Button != MouseButton.Right) break;
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EndPlacement(true);
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return true;
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}
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return base.OnMouseDown(e);
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}
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public override void UpdateTimeAndPosition(SnapResult result)
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{
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base.UpdateTimeAndPosition(result);
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if (!(result.Time is double time)) return;
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switch (PlacementActive)
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{
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case PlacementState.Waiting:
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placementStartTime = placementEndTime = time;
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break;
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case PlacementState.Active:
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placementEndTime = time;
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break;
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}
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HitObject.StartTime = Math.Min(placementStartTime, placementEndTime);
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HitObject.EndTime = Math.Max(placementStartTime, placementEndTime);
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}
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}
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}
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