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osu-lazer/osu.Game/Rulesets/Edit/HitObjectPlacementBlueprint.cs
T
Hivie 4d88c143f9 Replace hit objects when placing at same time in editor (#37485)
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>
2026-05-08 18:04:59 +09:00

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