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Add basic selection blueprint movement logic
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41
osu.Game.Rulesets.Catch/Edit/CatchSelectionHandler.cs
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41
osu.Game.Rulesets.Catch/Edit/CatchSelectionHandler.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Objects;
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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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using osuTK;
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namespace osu.Game.Rulesets.Catch.Edit
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{
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public class CatchSelectionHandler : EditorSelectionHandler
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{
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[Resolved]
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private Playfield playfield { get; set; }
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protected ScrollingHitObjectContainer HitObjectContainer => (ScrollingHitObjectContainer)playfield.HitObjectContainer;
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public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent)
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{
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var blueprint = moveEvent.Blueprint;
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Vector2 originalPosition = HitObjectContainer.ToLocalSpace(blueprint.ScreenSpaceSelectionPoint);
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Vector2 targetPosition = HitObjectContainer.ToLocalSpace(blueprint.ScreenSpaceSelectionPoint + moveEvent.ScreenSpaceDelta);
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float deltaX = targetPosition.X - originalPosition.X;
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EditorBeatmap.PerformOnSelection(h =>
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{
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if (!(h is CatchHitObject hitObject)) return;
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if (hitObject is BananaShower) return;
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// TODO: confine in bounds
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hitObject.OriginalXBindable.Value += deltaX;
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});
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return true;
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}
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}
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}
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