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https://github.com/ppy/osu
synced 2025-02-20 20:47:09 +00:00
Invert flow order of hitobjects between composer and mask layers
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@ -28,6 +28,9 @@ namespace osu.Game.Rulesets.Edit
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private RulesetContainer rulesetContainer;
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private readonly List<Container> layerContainers = new List<Container>();
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public IEnumerable<DrawableHitObject> HitObjects => rulesetContainer.Playfield.HitObjects.Objects;
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public IEnumerable<DrawableHitObject> AliveHitObjects => rulesetContainer.Playfield.HitObjects.AliveObjects;
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private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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protected HitObjectComposer(Ruleset ruleset)
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@ -60,7 +63,7 @@ namespace osu.Game.Rulesets.Edit
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};
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var layerAboveRuleset = CreateLayerContainer();
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layerAboveRuleset.Child = new HitObjectMaskLayer(rulesetContainer.Playfield, this);
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layerAboveRuleset.Child = new HitObjectMaskLayer();
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layerContainers.Add(layerBelowRuleset);
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layerContainers.Add(layerAboveRuleset);
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@ -110,6 +113,13 @@ namespace osu.Game.Rulesets.Edit
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toolboxCollection.Items[0].Select();
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}
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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dependencies.CacheAs(this);
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return dependencies;
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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@ -8,30 +8,24 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Screens.Edit.Screens.Compose.Layers
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{
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public class HitObjectMaskLayer : CompositeDrawable
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{
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private readonly Playfield playfield;
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private readonly HitObjectComposer composer;
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private MaskContainer maskContainer;
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private HitObjectComposer composer;
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public HitObjectMaskLayer(Playfield playfield, HitObjectComposer composer)
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public HitObjectMaskLayer()
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{
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// we need the playfield as HitObjects may not be initialised until its BDL.
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this.playfield = playfield;
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this.composer = composer;
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RelativeSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load()
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private void load(HitObjectComposer composer)
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{
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this.composer = composer;
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maskContainer = new MaskContainer();
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var maskSelection = composer.CreateMaskSelection();
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@ -54,7 +48,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
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dragLayer.CreateProxy()
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};
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foreach (var obj in playfield.HitObjects.Objects)
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foreach (var obj in composer.HitObjects)
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addMask(obj);
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}
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