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Apply NRT to PlacementBlueprint
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System.Linq;
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using System.Linq;
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using System.Threading;
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using System.Threading;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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@ -38,16 +36,16 @@ namespace osu.Game.Rulesets.Edit
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/// </summary>
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/// </summary>
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public readonly HitObject HitObject;
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public readonly HitObject HitObject;
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[Resolved(canBeNull: true)]
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[Resolved]
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protected EditorClock EditorClock { get; private set; }
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protected EditorClock? EditorClock { get; private set; }
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[Resolved]
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[Resolved]
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private EditorBeatmap beatmap { get; set; }
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private EditorBeatmap beatmap { get; set; } = null!;
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private Bindable<double> startTimeBindable;
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private Bindable<double> startTimeBindable = null!;
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[Resolved]
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[Resolved]
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private IPlacementHandler placementHandler { get; set; }
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private IPlacementHandler placementHandler { get; set; } = null!;
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/// <summary>
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/// <summary>
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/// Whether this blueprint is currently in a state that can be committed.
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/// Whether this blueprint is currently in a state that can be committed.
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