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Fix editor placement ending early if a blueprint becomes alive from a pool

Closes https://github.com/ppy/osu/issues/12630.
This commit is contained in:
Dean Herbert 2021-05-24 17:03:54 +09:00
parent 68364081f2
commit 4fc6ba50b7

View File

@ -61,6 +61,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
inputManager = GetContainingInputManager();
Beatmap.HitObjectAdded += hitObjectAdded;
// updates to selected are handled for us by SelectionHandler.
NewCombo.BindTo(SelectionHandler.SelectionNewComboState);
@ -259,10 +261,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
public virtual HitObjectSelectionBlueprint CreateHitObjectBlueprintFor(HitObject hitObject) => null;
protected override void OnBlueprintAdded(HitObject item)
private void hitObjectAdded(HitObject obj)
{
base.OnBlueprintAdded(item);
// refresh the tool to handle the case of placement completing.
refreshTool();
// on successful placement, the new combo button should be reset as this is the most common user interaction.