From 41ae66d517e7a005f5f17e3faf1e583eb26b2151 Mon Sep 17 00:00:00 2001 From: smoogipoo Date: Thu, 31 Oct 2019 18:24:38 +0900 Subject: [PATCH] Update slider when control points change --- .../Blueprints/Sliders/SliderSelectionBlueprint.cs | 2 ++ osu.Game/Rulesets/Edit/SelectionBlueprint.cs | 10 ++++++++++ 2 files changed, 12 insertions(+) diff --git a/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderSelectionBlueprint.cs b/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderSelectionBlueprint.cs index b09f598bcc..585a477aba 100644 --- a/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderSelectionBlueprint.cs +++ b/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderSelectionBlueprint.cs @@ -49,6 +49,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders var snappedDistance = composer?.GetSnappedDistanceFromDistance(HitObject.StartTime, (float)unsnappedPath.Distance) ?? (float)unsnappedPath.Distance; HitObject.Path = new SliderPath(unsnappedPath.Type, controlPoints, snappedDistance); + + UpdateHitObject(); } public override Vector2 SelectionPoint => HeadBlueprint.SelectionPoint; diff --git a/osu.Game/Rulesets/Edit/SelectionBlueprint.cs b/osu.Game/Rulesets/Edit/SelectionBlueprint.cs index 44f38acfd4..0701513933 100644 --- a/osu.Game/Rulesets/Edit/SelectionBlueprint.cs +++ b/osu.Game/Rulesets/Edit/SelectionBlueprint.cs @@ -3,10 +3,12 @@ using System; using osu.Framework; +using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Primitives; using osu.Game.Graphics.UserInterface; +using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Drawables; using osuTK; @@ -36,6 +38,9 @@ namespace osu.Game.Rulesets.Edit public override bool HandlePositionalInput => ShouldBeAlive; public override bool RemoveWhenNotAlive => false; + [Resolved(CanBeNull = true)] + private HitObjectComposer composer { get; set; } + protected SelectionBlueprint(DrawableHitObject drawableObject) { DrawableObject = drawableObject; @@ -89,6 +94,11 @@ namespace osu.Game.Rulesets.Edit public bool IsSelected => State == SelectionState.Selected; + /// + /// Updates the , invoking and re-processing the beatmap. + /// + protected void UpdateHitObject() => composer?.UpdateHitObject(DrawableObject.HitObject); + public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => DrawableObject.ReceivePositionalInputAt(screenSpacePos); ///