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4d88c143f9
Matches stable and significantly improves UX when mapping. In addition, current behavior makes it too easy to place stacked objects which is something we should not encourage. --------- Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
194 lines
7.6 KiB
C#
194 lines
7.6 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.Linq;
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using System.Threading;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Utils;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Compose;
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using osuTK;
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namespace osu.Game.Rulesets.Edit
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{
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/// <summary>
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/// A blueprint which governs the creation of a new <see cref="HitObject"/> to actualisation.
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/// </summary>
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public abstract partial class HitObjectPlacementBlueprint : PlacementBlueprint
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{
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/// <summary>
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/// Whether the sample bank should be taken from the previous hit object.
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/// </summary>
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public bool AutomaticBankAssignment { get; set; }
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/// <summary>
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/// Whether the sample addition bank should be taken from the previous hit objects.
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/// </summary>
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public bool AutomaticAdditionBankAssignment { get; set; }
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/// <summary>
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/// The <see cref="HitObject"/> that is being placed.
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/// </summary>
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public readonly HitObject HitObject;
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[Resolved]
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protected EditorClock EditorClock { get; private set; } = null!;
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[Resolved]
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private EditorBeatmap beatmap { get; set; } = null!;
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private Bindable<double> startTimeBindable = null!;
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private HitObject? getPreviousHitObject() => beatmap.HitObjects.TakeWhile(h => h.StartTime <= startTimeBindable.Value).LastOrDefault();
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protected override bool IsValidForPlacement => HitObject.StartTime >= beatmap.ControlPointInfo.TimingPoints.FirstOrDefault()?.Time;
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[Resolved]
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private IPlacementHandler placementHandler { get; set; } = null!;
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/// <summary>
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/// Acceptable leniency to account for rounding errors and minor unsnaps that we generally
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/// don't consider a problem, but still need to account for in certain operations.
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/// </summary>
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private const double placement_replace_start_time_leniency_ms = 2;
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protected HitObjectPlacementBlueprint(HitObject hitObject)
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{
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HitObject = hitObject;
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// adding the default hit sample should be the case regardless of the ruleset.
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HitObject.Samples.Add(new HitSampleInfo(HitSampleInfo.HIT_NORMAL));
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}
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/// <summary>
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/// Whether <paramref name="existing"/> should be removed because <paramref name="placement"/> is being placed on top of it.
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/// </summary>
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/// <remarks>
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/// Matches when start times are within ±<see cref="placement_replace_start_time_leniency_ms"/> ms of each other.
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/// </remarks>
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public static bool PlacementReplacesExisting(HitObject existing, HitObject placement)
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{
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if (!Precision.AlmostEquals(existing.StartTime, placement.StartTime, placement_replace_start_time_leniency_ms))
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return false;
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if (placement is IHasColumn placementColumn && existing is IHasColumn existingColumn)
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return existingColumn.Column == placementColumn.Column;
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return true;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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startTimeBindable = HitObject.StartTimeBindable.GetBoundCopy();
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startTimeBindable.BindValueChanged(_ => ApplyDefaultsToHitObject(), true);
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}
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private bool placementBegun;
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protected override void BeginPlacement(bool commitStart = false)
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{
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base.BeginPlacement(commitStart);
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if (State.Value == Visibility.Visible)
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placementHandler.ShowPlacement(HitObject);
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placementBegun = true;
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}
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public override void EndPlacement(bool commit)
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{
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base.EndPlacement(commit);
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if (IsValidForPlacement && commit)
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placementHandler.CommitPlacement(HitObject);
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else
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placementHandler.HidePlacement();
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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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Colour = IsValidForPlacement ? Colour4.White : Colour4.Red;
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}
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/// <summary>
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/// Updates the time and position of this <see cref="PlacementBlueprint"/>.
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/// </summary>
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public override SnapResult UpdateTimeAndPosition(Vector2 screenSpacePosition, double time)
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{
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if (PlacementActive == PlacementState.Waiting)
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{
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HitObject.StartTime = time;
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if (HitObject is IHasComboInformation comboInformation)
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comboInformation.UpdateComboInformation(getPreviousHitObject() as IHasComboInformation);
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}
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var lastHitObject = getPreviousHitObject();
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var lastHitNormal = lastHitObject?.Samples?.FirstOrDefault(o => o.Name == HitSampleInfo.HIT_NORMAL);
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if (lastHitNormal != null && AutomaticBankAssignment)
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// Inherit the bank from the previous hit object
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HitObject.Samples = HitObject.Samples.Select(s => s.Name == HitSampleInfo.HIT_NORMAL ? s.With(newBank: lastHitNormal.Bank, newEditorAutoBank: true) : s).ToList();
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else
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HitObject.Samples = HitObject.Samples.Select(s => s.Name == HitSampleInfo.HIT_NORMAL ? s.With(newEditorAutoBank: false) : s).ToList();
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if (lastHitNormal != null)
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{
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// Inherit the volume and sample set info from the previous hit object
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HitObject.Samples = HitObject.Samples.Select(s => s.With(
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newVolume: lastHitNormal.Volume,
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newSuffix: lastHitNormal.Suffix,
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newUseBeatmapSamples: lastHitNormal.UseBeatmapSamples)).ToList();
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}
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if (AutomaticAdditionBankAssignment)
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{
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string bank = HitObject.Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_NORMAL)?.Bank ?? HitSampleInfo.BANK_SOFT;
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HitObject.Samples = HitObject.Samples.Select(s => s.Name != HitSampleInfo.HIT_NORMAL ? s.With(newBank: bank, newEditorAutoBank: true) : s).ToList();
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}
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else
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HitObject.Samples = HitObject.Samples.Select(s => s.Name != HitSampleInfo.HIT_NORMAL ? s.With(newEditorAutoBank: false) : s).ToList();
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if (HitObject is IHasRepeats hasRepeats)
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{
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// Make sure all the node samples are identical to the hit object's samples
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for (int i = 0; i < hasRepeats.NodeSamples.Count; i++)
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hasRepeats.NodeSamples[i] = HitObject.Samples.Select(o => o.With()).ToList();
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}
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return new SnapResult(screenSpacePosition, time);
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}
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/// <summary>
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/// Invokes <see cref="Objects.HitObject.ApplyDefaults(ControlPointInfo,IBeatmapDifficultyInfo,CancellationToken)"/>,
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/// refreshing <see cref="Objects.HitObject.NestedHitObjects"/> and parameters for the <see cref="HitObject"/>.
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/// </summary>
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protected void ApplyDefaultsToHitObject() => HitObject.ApplyDefaults(beatmap.ControlPointInfo, beatmap.Difficulty);
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protected override void PopIn()
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{
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base.PopIn();
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if (placementBegun)
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placementHandler.ShowPlacement(HitObject);
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}
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protected override void PopOut()
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{
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base.PopOut();
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placementHandler.HidePlacement();
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}
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}
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}
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