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osu-lazer/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/Components/PathControlPointConnection.cs

64 lines
2.1 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.
#nullable disable
using osu.Framework.Bindables;
using osu.Framework.Graphics.Lines;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Objects;
using osuTK;
namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
{
/// <summary>
/// A visualisation of the lines between <see cref="PathControlPointPiece{T}"/>s.
/// </summary>
/// <typeparam name="T">The type of <see cref="OsuHitObject"/> which this <see cref="PathControlPointConnection{T}"/> visualises.</typeparam>
public partial class PathControlPointConnection<T> : SmoothPath where T : OsuHitObject, IHasPath
{
private readonly T hitObject;
private IBindable<Vector2> hitObjectPosition;
private IBindable<int> pathVersion;
private IBindable<int> stackHeight;
public PathControlPointConnection(T hitObject)
{
this.hitObject = hitObject;
PathRadius = 1;
}
protected override void LoadComplete()
{
base.LoadComplete();
hitObjectPosition = hitObject.PositionBindable.GetBoundCopy();
hitObjectPosition.BindValueChanged(_ => Scheduler.AddOnce(updateConnectingPath));
pathVersion = hitObject.Path.Version.GetBoundCopy();
pathVersion.BindValueChanged(_ => Scheduler.AddOnce(updateConnectingPath));
stackHeight = hitObject.StackHeightBindable.GetBoundCopy();
stackHeight.BindValueChanged(_ => updateConnectingPath());
updateConnectingPath();
}
/// <summary>
/// Updates the path connecting this control point to the next one.
/// </summary>
private void updateConnectingPath()
{
Position = hitObject.StackedPosition;
ClearVertices();
foreach (var controlPoint in hitObject.Path.ControlPoints)
AddVertex(controlPoint.Position);
OriginPosition = PositionInBoundingBox(Vector2.Zero);
}
}
}