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Add comment about why we are running checkForComponents on a timer
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@@ -30,6 +30,8 @@ namespace osu.Game.Skinning.Editor
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{
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foreach (var c in target.ChildrenOfType<ISkinnableComponent>().ToArray()) AddBlueprintFor(c);
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// We'd hope to eventually be running this in a more sensible way, but this handles situations where new drawables become present (ie. during ongoing gameplay)
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// or when drawables in the target are loaded asynchronously and may not be immediately available when this BlueprintContainer is loaded.
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Scheduler.AddDelayed(checkForComponents, 1000);
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}
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