mirror of https://github.com/ppy/osu
Pass hitobjects as a parameter to CreateBlueprintContainer
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@ -13,6 +13,7 @@
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Screens.Edit.Compose.Components;
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@ -88,7 +89,8 @@ protected override DrawableRuleset<ManiaHitObject> CreateDrawableRuleset(Ruleset
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return drawableRuleset;
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}
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protected override ComposeBlueprintContainer CreateBlueprintContainer() => new ManiaBlueprintContainer(drawableRuleset.Playfield.AllHitObjects);
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protected override ComposeBlueprintContainer CreateBlueprintContainer(IEnumerable<DrawableHitObject> hitObjects)
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=> new ManiaBlueprintContainer(hitObjects);
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protected override IReadOnlyList<HitObjectCompositionTool> CompositionTools => new HitObjectCompositionTool[]
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{
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@ -13,6 +13,7 @@
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Edit.Compose.Components;
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@ -46,7 +47,8 @@ private void load()
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EditorBeatmap.PlacementObject.ValueChanged += _ => updateDistanceSnapGrid();
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}
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protected override ComposeBlueprintContainer CreateBlueprintContainer() => new OsuBlueprintContainer(HitObjects);
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protected override ComposeBlueprintContainer CreateBlueprintContainer(IEnumerable<DrawableHitObject> hitObjects)
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=> new OsuBlueprintContainer(hitObjects);
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private DistanceSnapGrid distanceSnapGrid;
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private Container distanceSnapGridContainer;
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@ -113,7 +113,7 @@ private void load()
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drawableRulesetWrapper,
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// layers above playfield
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drawableRulesetWrapper.CreatePlayfieldAdjustmentContainer()
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.WithChild(BlueprintContainer = CreateBlueprintContainer())
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.WithChild(BlueprintContainer = CreateBlueprintContainer(HitObjects))
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}
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}
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},
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@ -159,7 +159,9 @@ protected override void LoadComplete()
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/// <summary>
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/// Construct a relevant blueprint container. This will manage hitobject selection/placement input handling and display logic.
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/// </summary>
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protected abstract ComposeBlueprintContainer CreateBlueprintContainer();
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/// <param name="hitObjects">A live collection of all <see cref="DrawableHitObject"/>s in the editor beatmap.</param>
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protected virtual ComposeBlueprintContainer CreateBlueprintContainer(IEnumerable<DrawableHitObject> hitObjects)
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=> new ComposeBlueprintContainer(hitObjects);
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/// <summary>
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/// Construct a drawable ruleset for the provided ruleset.
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