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39 lines
1.6 KiB
C#
39 lines
1.6 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 osu.Framework.Allocation;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Screens.Edit;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints
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{
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public abstract partial class OsuSelectionBlueprint<T> : HitObjectSelectionBlueprint<T>
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where T : OsuHitObject
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{
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[Resolved]
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private EditorClock editorClock { get; set; } = null!;
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protected new DrawableOsuHitObject DrawableObject => (DrawableOsuHitObject)base.DrawableObject;
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protected override bool AlwaysShowWhenSelected => true;
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protected override bool ShouldBeAlive => base.ShouldBeAlive
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|| (DrawableObject is not DrawableSpinner && ShowHitMarkers.Value && editorClock.CurrentTime >= Item.StartTime
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&& editorClock.CurrentTime - Item.GetEndTime() < HitCircleOverlapMarker.FADE_OUT_EXTENSION);
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public override bool IsSelectable =>
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// Bypass fade out extension from hit markers for selection purposes.
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// This is to match stable, where even when the afterimage hit markers are still visible, objects are not selectable.
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base.ShouldBeAlive;
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protected OsuSelectionBlueprint(T hitObject)
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: base(hitObject)
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{
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}
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}
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}
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