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osu-lazer/osu.Game/Screens/Edit/Timing/EffectSection.cs
2019-10-28 12:42:17 +09:00

48 lines
1.4 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.Beatmaps.ControlPoints;
using osu.Game.Graphics.Sprites;
namespace osu.Game.Screens.Edit.Timing
{
internal class EffectSection : Section<EffectControlPoint>
{
private OsuSpriteText kiai;
private OsuSpriteText omitBarLine;
[BackgroundDependencyLoader]
private void load()
{
Flow.AddRange(new[]
{
kiai = new OsuSpriteText(),
omitBarLine = new OsuSpriteText(),
});
}
protected override void LoadComplete()
{
base.LoadComplete();
ControlPoint.BindValueChanged(point =>
{
kiai.Text = $"Kiai: {(point.NewValue?.KiaiMode == true ? "on" : "off")}";
omitBarLine.Text = $"Skip Bar Line: {(point.NewValue?.OmitFirstBarLine == true ? "on" : "off")}";
});
}
protected override EffectControlPoint CreatePoint()
{
var reference = Beatmap.Value.Beatmap.ControlPointInfo.EffectPointAt(SelectedGroup.Value.Time);
return new EffectControlPoint
{
KiaiMode = reference.KiaiMode,
OmitFirstBarLine = reference.OmitFirstBarLine
};
}
}
}