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osu-lazer/osu.Game.Rulesets.Osu/Edit/Masks/SliderMasks/Components/SliderBodyMask.cs
smoogipoo 9656186b64 Make the hitobject masks move within their placement/selection
# Conflicts:
#	osu.Game.Rulesets.Osu/Edit/Masks/HitCircleMasks/Components/HitCircleMask.cs
#	osu.Game.Rulesets.Osu/Edit/Masks/HitCircleMasks/HitCircleSelectionMask.cs
#	osu.Game.Rulesets.Osu/Edit/Masks/HitCirclePlacementMask.cs
#	osu.Game/Rulesets/Edit/PlacementMask.cs
2018-10-26 13:45:31 +09:00

52 lines
1.4 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Allocation;
using osu.Framework.Graphics.Containers;
using osu.Game.Graphics;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
using OpenTK.Graphics;
namespace osu.Game.Rulesets.Osu.Edit.Masks.SliderMasks.Components
{
public class SliderBodyMask : CompositeDrawable
{
private readonly Slider slider;
private readonly SliderBody body;
public SliderBodyMask(Slider slider)
{
this.slider = slider;
InternalChild = body = new SliderBody(slider)
{
AccentColour = Color4.Transparent,
PathWidth = slider.Scale * 64
};
slider.PositionChanged += _ => updatePosition();
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
body.BorderColour = colours.Yellow;
updatePosition();
}
private void updatePosition() => Position = slider.StackedPosition;
protected override void Update()
{
base.Update();
Size = body.Size;
OriginPosition = body.PathOffset;
// Need to cause one update
body.UpdateProgress(0);
}
}
}