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43 lines
1.5 KiB
C#
43 lines
1.5 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 osu.Framework.Graphics;
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using osu.Framework.Testing;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Screens.Edit.Compose.Components;
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namespace osu.Game.Skinning.Editor
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{
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public class SkinBlueprintContainer : BlueprintContainer<ISkinnableComponent>
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{
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private readonly Drawable target;
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public SkinBlueprintContainer(Drawable target)
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{
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this.target = target;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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checkForComponents();
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}
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private void checkForComponents()
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{
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foreach (var c in target.ChildrenOfType<ISkinnableComponent>().ToArray()) AddBlueprintFor(c);
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// We'd hope to eventually be running this in a more sensible way, but this handles situations where new drawables become present (ie. during ongoing gameplay)
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// or when drawables in the target are loaded asynchronously and may not be immediately available when this BlueprintContainer is loaded.
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Scheduler.AddDelayed(checkForComponents, 1000);
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}
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protected override SelectionHandler<ISkinnableComponent> CreateSelectionHandler() => new SkinSelectionHandler();
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protected override SelectionBlueprint<ISkinnableComponent> CreateBlueprintFor(ISkinnableComponent component)
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=> new SkinBlueprint(component);
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}
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}
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