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osu-lazer/osu.Game.Rulesets.Taiko/Edit/Blueprints/HitPlacementBlueprint.cs
2022-06-17 16:37:17 +09:00

55 lines
1.5 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.Input.Events;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.UI;
using osuTK;
using osuTK.Input;
namespace osu.Game.Rulesets.Taiko.Edit.Blueprints
{
public class HitPlacementBlueprint : PlacementBlueprint
{
private readonly HitPiece piece;
public new Hit HitObject => (Hit)base.HitObject;
public HitPlacementBlueprint()
: base(new Hit())
{
InternalChild = piece = new HitPiece
{
Size = new Vector2(TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.DEFAULT_HEIGHT)
};
}
protected override bool OnMouseDown(MouseDownEvent e)
{
switch (e.Button)
{
case MouseButton.Left:
HitObject.Type = HitType.Centre;
EndPlacement(true);
return true;
case MouseButton.Right:
HitObject.Type = HitType.Rim;
EndPlacement(true);
return true;
}
return false;
}
public override void UpdateTimeAndPosition(SnapResult result)
{
piece.Position = ToLocalSpace(result.ScreenSpacePosition);
base.UpdateTimeAndPosition(result);
}
}
}