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Keep the placement hitobject time up-to-date
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parent
3420e0c7eb
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@ -6,6 +6,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Input.Events;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using OpenTK;
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@ -24,14 +25,18 @@ namespace osu.Game.Rulesets.Edit
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/// </summary>
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protected readonly HitObject HitObject;
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private IAdjustableClock clock;
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public PlacementMask(HitObject hitObject)
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{
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HitObject = hitObject;
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}
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[BackgroundDependencyLoader]
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private void load(IBindableBeatmap workingBeatmap)
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private void load(IBindableBeatmap workingBeatmap, IAdjustableClock clock)
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{
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this.clock = clock;
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HitObject.ApplyDefaults(workingBeatmap.Value.Beatmap.ControlPointInfo, workingBeatmap.Value.Beatmap.BeatmapInfo.BaseDifficulty);
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}
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@ -40,6 +45,13 @@ namespace osu.Game.Rulesets.Edit
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/// </summary>
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public void Finish() => PlacementFinished?.Invoke(HitObject);
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protected override void Update()
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{
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base.Update();
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HitObject.StartTime = clock.CurrentTime;
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => Parent?.ReceivePositionalInputAt(screenSpacePos) ?? false;
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protected override bool Handle(UIEvent e)
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