Fix placement object not getting updated with initial state

This commit is contained in:
Dean Herbert 2020-09-25 18:00:17 +09:00
parent b561429f92
commit dbfa05d3b3

View File

@ -68,21 +68,31 @@ namespace osu.Game.Screens.Edit.Compose.Components
NewCombo.BindTo(SelectionHandler.SelectionNewComboState);
// we are responsible for current placement blueprint updated based on state changes.
NewCombo.ValueChanged += combo =>
{
if (currentPlacement == null) return;
if (currentPlacement.HitObject is IHasComboInformation c)
c.NewCombo = combo.NewValue == TernaryState.True;
};
NewCombo.ValueChanged += _ => updatePlacementNewCombo();
// we own SelectionHandler so don't need to worry about making bindable copies (for simplicity)
foreach (var kvp in SelectionHandler.SelectionSampleStates)
{
kvp.Value.BindValueChanged(c => sampleChanged(kvp.Key, c.NewValue));
kvp.Value.BindValueChanged(_ => updatePlacementSamples());
}
}
private void updatePlacementNewCombo()
{
if (currentPlacement == null) return;
if (currentPlacement.HitObject is IHasComboInformation c)
c.NewCombo = NewCombo.Value == TernaryState.True;
}
private void updatePlacementSamples()
{
if (currentPlacement == null) return;
foreach (var kvp in SelectionHandler.SelectionSampleStates)
sampleChanged(kvp.Key, kvp.Value.Value);
}
private void sampleChanged(string sampleName, TernaryState state)
{
if (currentPlacement == null) return;
@ -206,6 +216,10 @@ namespace osu.Game.Screens.Edit.Compose.Components
// Fixes a 1-frame position discrepancy due to the first mouse move event happening in the next frame
updatePlacementPosition();
updatePlacementSamples();
updatePlacementNewCombo();
}
}