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Change ObjectInspector to work via object selection #208

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@Givikap120 Givikap120 commented Jul 18, 2024

Known issues:

  • Taiko selected objects are appearing as "deselected" when scrolling back earlier than half of the playfield
  • Taiko selected objects are appearing as "deselected" after time it should be hit (even tho Drawable looks like it's still goes to the left)
  • Catch selected objects that were created from nested fruits (slider ends) are fading-in for some reason

First two are most likely because of how pooling in Taiko works
Third is because of some internal catch playfield behavior (didn't found where the fade is applied)

Don't know how to fix the issues, and they're not critical, so waiting on commentary of this situation

@Givikap120 Givikap120 marked this pull request as draft July 18, 2024 23:03
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  • Do I need to merge STD classes with abstract base as the abstractions isn't used anywhere else?

Yes

  • How can I add selection logic to the CatchSelectableDrawableObject and TaikoSelectableDrawableObject without copying? Or I just need to copy it and that's all?

Copying is fine if can't be moved out easily

  • Do I need to implement selectable spinner (and other objects without respective difficulty hit objects)?

No

  • Selectable object creation can be done with using DrawablePool. But seems to work fine without it. Do I need to do it?

Try running very high object count maps and see how big of a performance hit you get. If it's negligible and your system is more or less average it should be fine I think

@Givikap120 Givikap120 marked this pull request as ready for review July 19, 2024 20:45
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Givikap120 commented Jul 19, 2024

Known issues:

  • Taiko selected objects are appearing as "deselected" when scrolling back earlier than half of the playfield
  • Taiko selected objects are appearing as "deselected" after time it should be hit (even tho Drawable looks like it's still goes to the left)
  • Catch selected objects that were created from nested fruits (slider ends) are fading-in for some reason

First two are most likely because of how pooling in Taiko works
Third is because of some internal catch playfield behavior (didn't found where the fade is applied)

Don't know how to fix the issues, and they're not critical, so waiting on commentary of this situation

It was broken after pooling implemented because the size of the note was updated after the outline was loaded with size assigned
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