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Update slider when control points change
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@ -49,6 +49,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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var snappedDistance = composer?.GetSnappedDistanceFromDistance(HitObject.StartTime, (float)unsnappedPath.Distance) ?? (float)unsnappedPath.Distance;
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HitObject.Path = new SliderPath(unsnappedPath.Type, controlPoints, snappedDistance);
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UpdateHitObject();
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}
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public override Vector2 SelectionPoint => HeadBlueprint.SelectionPoint;
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@ -3,10 +3,12 @@
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using System;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osuTK;
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@ -36,6 +38,9 @@ namespace osu.Game.Rulesets.Edit
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public override bool HandlePositionalInput => ShouldBeAlive;
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public override bool RemoveWhenNotAlive => false;
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[Resolved(CanBeNull = true)]
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private HitObjectComposer composer { get; set; }
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protected SelectionBlueprint(DrawableHitObject drawableObject)
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{
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DrawableObject = drawableObject;
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@ -89,6 +94,11 @@ namespace osu.Game.Rulesets.Edit
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public bool IsSelected => State == SelectionState.Selected;
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/// <summary>
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/// Updates the <see cref="HitObject"/>, invoking <see cref="HitObject.ApplyDefaults"/> and re-processing the beatmap.
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/// </summary>
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protected void UpdateHitObject() => composer?.UpdateHitObject(DrawableObject.HitObject);
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => DrawableObject.ReceivePositionalInputAt(screenSpacePos);
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/// <summary>
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