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Avoid multiple iteration of LINQ query using a local
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@ -348,13 +348,15 @@ namespace osu.Game.Rulesets.Osu.Edit
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private void mergeSelection()
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{
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if (selectedMergeableObjects.Length < 2)
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var mergeableObjects = selectedMergeableObjects;
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if (mergeableObjects.Length < 2)
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return;
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ChangeHandler?.BeginChange();
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// Have an initial slider object.
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var firstHitObject = selectedMergeableObjects[0];
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var firstHitObject = mergeableObjects[0];
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var mergedHitObject = firstHitObject as Slider ?? new Slider
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{
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StartTime = firstHitObject.StartTime,
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@ -371,7 +373,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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// Merge all the selected hit objects into one slider path.
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bool lastCircle = firstHitObject is HitCircle;
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foreach (var selectedMergeableObject in selectedMergeableObjects.Skip(1))
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foreach (var selectedMergeableObject in mergeableObjects.Skip(1))
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{
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if (selectedMergeableObject is IHasPath hasPath)
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{
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@ -407,14 +409,14 @@ namespace osu.Game.Rulesets.Osu.Edit
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// Make sure only the merged hit object is in the beatmap.
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if (firstHitObject is Slider)
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{
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foreach (var selectedMergeableObject in selectedMergeableObjects.Skip(1))
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foreach (var selectedMergeableObject in mergeableObjects.Skip(1))
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{
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EditorBeatmap.Remove(selectedMergeableObject);
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}
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}
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else
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{
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foreach (var selectedMergeableObject in selectedMergeableObjects)
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foreach (var selectedMergeableObject in mergeableObjects)
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{
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EditorBeatmap.Remove(selectedMergeableObject);
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}
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