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Tutorial_15(en US)

MikiraSora edited this page Jan 4, 2024 · 1 revision

Because there are so many types of game objects, common common sense and logic about copying and pasting cannot be applied to this program. Therefore, I specially wrote this page to describe in detail the details and limitations of copy and paste.

Generally speaking, usually all (displayable) game objects can be copied and pasted, but taking into account the special nature of some functions of game objects. Therefore some objects will undergo some special processing:

Bullet or Bell with bullet template set These objects can be pasted normally, but the bullet templates they reference may be treated specially: if pasted across beats, the editor will compare the bullet templates with the same ID in the two beats based on the `StrID` of the bullet template. If they are the same, the pasted object will directly reference the current template object; if they are different, the editor will automatically generate a new bullet template to reference the object.
Tap or Hold object When pasting, if the object happens to be on the original lane, the original lane will be attached first; if it is on other attachable lanes, it will be attached automatically; if there is no lane that can be attached, it will be left blank.
Lane Object Normally, lanes (including lane objects such as Beam) cannot be copied directly. If you want to copy a lane, all nodes of the lane need to be selected.
Paste location If multiple objects are copied and pasted, then when the position is selected for pasting, the editor will first calculate the surrounding range of all copied and pasted objects, and then obtain the center point. Then, based on the pointer position as the center point, the editor will calculate the relative position of each position relative to the center. The offset of the point is then generated to the specified position. Note: Only lane objects do not participate in range calculations.

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