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Only show blueprint labels when hovering or selected
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9f9893d93a
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@ -8,6 +8,7 @@ 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.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets.Edit;
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@ -25,6 +26,8 @@ namespace osu.Game.Overlays.SkinEditor
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private AnchorOriginVisualiser anchorOriginVisualiser = null!;
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private OsuSpriteText label = null!;
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private Drawable drawable => (Drawable)Item;
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protected override bool ShouldBeAlive => drawable.IsAlive && Item.IsPresent;
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@ -62,7 +65,7 @@ namespace osu.Game.Overlays.SkinEditor
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},
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}
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},
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new OsuSpriteText
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label = new OsuSpriteText
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{
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Text = Item.GetType().Name,
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Font = OsuFont.Default.With(size: 10, weight: FontWeight.Bold),
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@ -86,6 +89,18 @@ namespace osu.Game.Overlays.SkinEditor
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this.FadeInFromZero(200, Easing.OutQuint);
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}
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protected override bool OnHover(HoverEvent e)
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{
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updateSelectedState();
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return base.OnHover(e);
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}
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protected override void OnHoverLost(HoverLostEvent e)
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{
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updateSelectedState();
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base.OnHoverLost(e);
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}
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protected override void OnSelected()
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{
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// base logic hides selected blueprints when not selected, but skin blueprints don't do that.
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@ -104,6 +119,7 @@ namespace osu.Game.Overlays.SkinEditor
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outlineBox.Child.FadeTo(IsSelected ? 0.2f : 0, 200, Easing.OutQuint);
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anchorOriginVisualiser.FadeTo(IsSelected ? 1 : 0, 200, Easing.OutQuint);
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label.FadeTo(IsSelected || IsHovered ? 1 : 0, 200, Easing.OutQuint);
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}
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private Quad drawableQuad;
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