Fix placement blueprints not being correctly removed after a rolled back placement

This commit is contained in:
Dean Herbert
2021-04-16 14:10:21 +09:00
parent 5c0ef55691
commit 119c9b4294
5 changed files with 45 additions and 17 deletions

View File

@ -25,7 +25,7 @@ namespace osu.Game.Rulesets.Edit
/// <summary>
/// Whether the <see cref="HitObject"/> is currently mid-placement, but has not necessarily finished being placed.
/// </summary>
public bool PlacementActive { get; private set; }
public PlacementState PlacementActive { get; private set; }
/// <summary>
/// The <see cref="HitObject"/> that is being placed.
@ -72,7 +72,8 @@ namespace osu.Game.Rulesets.Edit
protected void BeginPlacement(bool commitStart = false)
{
placementHandler.BeginPlacement(HitObject);
PlacementActive |= commitStart;
if (commitStart)
PlacementActive = PlacementState.Active;
}
/// <summary>
@ -82,10 +83,19 @@ namespace osu.Game.Rulesets.Edit
/// <param name="commit">Whether the object should be committed.</param>
public void EndPlacement(bool commit)
{
if (!PlacementActive)
BeginPlacement();
switch (PlacementActive)
{
case PlacementState.Finished:
return;
case PlacementState.Waiting:
// ensure placement was started before ending to make state handling simpler.
BeginPlacement();
break;
}
placementHandler.EndPlacement(HitObject, commit);
PlacementActive = false;
PlacementActive = PlacementState.Finished;
}
/// <summary>
@ -94,7 +104,7 @@ namespace osu.Game.Rulesets.Edit
/// <param name="result">The snap result information.</param>
public virtual void UpdateTimeAndPosition(SnapResult result)
{
if (!PlacementActive)
if (PlacementActive == PlacementState.Waiting)
HitObject.StartTime = result.Time ?? EditorClock?.CurrentTime ?? Time.Current;
}
@ -125,5 +135,12 @@ namespace osu.Game.Rulesets.Edit
return false;
}
}
public enum PlacementState
{
Waiting,
Active,
Finished
}
}
}