CreateMaskFor -> CreateBlueprintFor

This commit is contained in:
smoogipoo 2018-11-06 18:03:21 +09:00
parent 90c813618a
commit 11be820efe
4 changed files with 6 additions and 6 deletions

View File

@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.Mania.Edit
protected override IReadOnlyList<HitObjectCompositionTool> CompositionTools => Array.Empty<HitObjectCompositionTool>();
public override SelectionBlueprint CreateMaskFor(DrawableHitObject hitObject)
public override SelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject)
{
switch (hitObject)
{
@ -48,7 +48,7 @@ namespace osu.Game.Rulesets.Mania.Edit
return new HoldNoteSelectionBlueprint(holdNote);
}
return base.CreateMaskFor(hitObject);
return base.CreateBlueprintFor(hitObject);
}
}
}

View File

@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Osu.Edit
protected override Container CreateLayerContainer() => new PlayfieldAdjustmentContainer { RelativeSizeAxes = Axes.Both };
public override SelectionBlueprint CreateMaskFor(DrawableHitObject hitObject)
public override SelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject)
{
switch (hitObject)
{
@ -49,7 +49,7 @@ namespace osu.Game.Rulesets.Osu.Edit
return new SpinnerSelectionBlueprint(spinner);
}
return base.CreateMaskFor(hitObject);
return base.CreateBlueprintFor(hitObject);
}
}
}

View File

@ -153,7 +153,7 @@ namespace osu.Game.Rulesets.Edit
/// Creates a <see cref="SelectionBlueprint"/> for a specific <see cref="DrawableHitObject"/>.
/// </summary>
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to create the overlay for.</param>
public virtual SelectionBlueprint CreateMaskFor(DrawableHitObject hitObject) => null;
public virtual SelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject) => null;
/// <summary>
/// Creates a <see cref="SelectionBox"/> which outlines <see cref="DrawableHitObject"/>s

View File

@ -80,7 +80,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
{
refreshTool();
var blueprint = composer.CreateMaskFor(hitObject);
var blueprint = composer.CreateBlueprintFor(hitObject);
if (blueprint == null)
return;