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GitHub Repository: ppy/osu
Path: blob/master/osu.Game.Rulesets.Osu/Edit/Blueprints/OsuSelectionBlueprint.cs
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// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.

using osu.Framework.Allocation;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Screens.Edit;

namespace osu.Game.Rulesets.Osu.Edit.Blueprints
{
    public abstract partial class OsuSelectionBlueprint<T> : HitObjectSelectionBlueprint<T>
        where T : OsuHitObject
    {
        [Resolved]
        private EditorClock editorClock { get; set; } = null!;

        protected new DrawableOsuHitObject DrawableObject => (DrawableOsuHitObject)base.DrawableObject;

        protected override bool AlwaysShowWhenSelected => true;

        protected override bool ShouldBeAlive => base.ShouldBeAlive
                                                 || (DrawableObject is not DrawableSpinner && ShowHitMarkers.Value && editorClock.CurrentTime >= Item.StartTime
                                                     && editorClock.CurrentTime - Item.GetEndTime() < HitCircleOverlapMarker.FADE_OUT_EXTENSION);

        public override bool IsSelectable =>
            // Bypass fade out extension from hit markers for selection purposes.
            // This is to match stable, where even when the afterimage hit markers are still visible, objects are not selectable.
            base.ShouldBeAlive;

        protected OsuSelectionBlueprint(T hitObject)
            : base(hitObject)
        {
        }
    }
}