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osu-lazer/osu.Game.Rulesets.Osu/Edit/Blueprints/OsuSelectionBlueprint.cs
2023-07-25 18:14:03 +09:00

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