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SelectionMask -> SelectionBlueprint
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@ -148,27 +148,27 @@ namespace osu.Game.Rulesets.Edit
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/// <param name="hitObject">The <see cref="HitObject"/> to add.</param>
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public void Add(HitObject hitObject)
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{
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blueprintContainer.AddMaskFor(rulesetContainer.Add(hitObject));
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blueprintContainer.AddBlueprintFor(rulesetContainer.Add(hitObject));
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placementContainer.Refresh();
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}
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public void Remove(HitObject hitObject) => blueprintContainer.RemoveMaskFor(rulesetContainer.Remove(hitObject));
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public void Remove(HitObject hitObject) => blueprintContainer.RemoveBlueprintFor(rulesetContainer.Remove(hitObject));
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internal abstract EditRulesetContainer CreateRulesetContainer();
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protected abstract IReadOnlyList<HitObjectCompositionTool> CompositionTools { get; }
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/// <summary>
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/// Creates a <see cref="SelectionMask"/> for a specific <see cref="DrawableHitObject"/>.
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/// Creates a <see cref="SelectionBlueprint"/> for a specific <see cref="DrawableHitObject"/>.
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/// </summary>
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/// <param name="hitObject">The <see cref="DrawableHitObject"/> to create the overlay for.</param>
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public virtual SelectionMask CreateMaskFor(DrawableHitObject hitObject) => null;
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public virtual SelectionBlueprint CreateMaskFor(DrawableHitObject hitObject) => null;
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/// <summary>
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/// Creates a <see cref="SelectionBox"/> which outlines <see cref="DrawableHitObject"/>s
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/// and handles hitobject pattern adjustments.
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/// </summary>
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public virtual SelectionBox CreateMaskSelection() => new SelectionBox();
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public virtual SelectionBox CreateSelectionBox() => new SelectionBox();
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/// <summary>
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/// Creates a <see cref="ScalableContainer"/> which provides a layer above or below the <see cref="Playfield"/>.
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