mirror of
https://github.com/ppy/osu
synced 2024-12-16 03:45:46 +00:00
59 lines
2.5 KiB
C#
59 lines
2.5 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
|
|
|
using osu.Framework.Graphics;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Rulesets.Edit;
|
|
using osu.Game.Rulesets.Edit.Tools;
|
|
using osu.Game.Rulesets.Mania.Edit.Layers.Selection.Overlays;
|
|
using osu.Game.Rulesets.Mania.Objects;
|
|
using osu.Game.Rulesets.Mania.Objects.Drawables;
|
|
using osu.Game.Rulesets.Objects.Drawables;
|
|
using osu.Game.Rulesets.UI;
|
|
using osu.Game.Screens.Edit.Screens.Compose;
|
|
using osu.Game.Screens.Edit.Screens.Compose.Layers;
|
|
using System.Collections.Generic;
|
|
|
|
namespace osu.Game.Rulesets.Mania.Edit
|
|
{
|
|
public class ManiaHitObjectComposer : HitObjectComposer
|
|
{
|
|
public BindableBeatDivisor BeatDivisor;
|
|
public ManiaHitObjectComposer(Ruleset ruleset, BindableBeatDivisor beatDivisor)
|
|
: base(ruleset)
|
|
{
|
|
BeatDivisor = beatDivisor;
|
|
}
|
|
|
|
protected override RulesetContainer CreateRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap) => new ManiaEditRulesetContainer(ruleset, beatmap, BeatDivisor);
|
|
|
|
protected override IReadOnlyList<ICompositionTool> CompositionTools => new ICompositionTool[]
|
|
{
|
|
new HitObjectCompositionTool<Note>("Note"),
|
|
new HitObjectCompositionTool<HoldNote>("Hold"),
|
|
};
|
|
|
|
// TODO: According to another proposal, extend this to support multiple layers for mania maps
|
|
// The logic could be moving all the layers that the beatmap has simultaneously
|
|
// To avoid using too many resources, this could be changed to simply changing the Alpha to something
|
|
// between 0.25f to 0.5f for notes that are in other layers (and may be also not selected)
|
|
// Will also need a tool to navigate through layers
|
|
// Please ignore the comment above, I just wanted to write my thoughts down so that I do not forget in 2 months when I get around to it
|
|
|
|
public override HitObjectMask CreateMaskFor(DrawableHitObject hitObject)
|
|
{
|
|
switch (hitObject)
|
|
{
|
|
case DrawableNote note:
|
|
return new NoteMask(note);
|
|
case DrawableHoldNote holdNote:
|
|
return new HoldNoteMask(holdNote);
|
|
}
|
|
|
|
return base.CreateMaskFor(hitObject);
|
|
}
|
|
|
|
protected override HitObjectMaskLayer CreateHitObjectMaskLayer() => new ManiaHitObjectMaskLayer((ManiaEditPlayfield)RulesetContainer.Playfield, this);
|
|
}
|
|
}
|