Rework hitobject blueprints to take in hitobject models

This commit is contained in:
smoogipoo
2021-05-13 19:53:32 +09:00
parent 5b71d8ca37
commit ffb6135a1b
25 changed files with 90 additions and 86 deletions

View File

@ -16,7 +16,6 @@ using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Edit.Tools;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Screens.Edit.Components.TernaryButtons;
using osuTK;
@ -246,10 +245,10 @@ namespace osu.Game.Screens.Edit.Compose.Components
if (drawable == null)
return null;
return CreateBlueprintFor(drawable);
return CreateHitObjectBlueprintFor(item).With(b => b.DrawableObject = drawable);
}
public virtual OverlaySelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject) => null;
public virtual HitObjectSelectionBlueprint CreateHitObjectBlueprintFor(HitObject hitObject) => null;
protected override void OnBlueprintAdded(HitObject item)
{