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Remove now unnecessary Apply() method
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72beddaadc
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@ -14,7 +14,7 @@ namespace osu.Game.Rulesets.Edit
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/// <summary>
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/// <summary>
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/// The <see cref="DrawableHitObject"/> which this <see cref="HitObjectSelectionBlueprint"/> applies to.
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/// The <see cref="DrawableHitObject"/> which this <see cref="HitObjectSelectionBlueprint"/> applies to.
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/// </summary>
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/// </summary>
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public virtual DrawableHitObject DrawableObject { get; private set; }
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public DrawableHitObject DrawableObject { get; internal set; }
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/// <summary>
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/// <summary>
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/// Whether the blueprint should be shown even when the <see cref="DrawableObject"/> is not alive.
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/// Whether the blueprint should be shown even when the <see cref="DrawableObject"/> is not alive.
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@ -28,24 +28,6 @@ namespace osu.Game.Rulesets.Edit
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{
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{
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}
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}
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protected override void LoadAsyncComplete()
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{
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// Must be done before base.LoadAsyncComplete() as this may affect children.
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Apply(DrawableObject);
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base.LoadAsyncComplete();
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}
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/// <summary>
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/// Applies a <see cref="DrawableHitObject"/> to this <see cref="HitObjectSelectionBlueprint"/>.
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/// The represented <see cref="HitObject"/> model does not change.
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/// </summary>
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/// <param name="drawableObject">The new <see cref="DrawableHitObject"/>.</param>
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public virtual void Apply(DrawableHitObject drawableObject)
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{
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DrawableObject = drawableObject;
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => DrawableObject.ReceivePositionalInputAt(screenSpacePos);
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => DrawableObject.ReceivePositionalInputAt(screenSpacePos);
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public override Vector2 ScreenSpaceSelectionPoint => DrawableObject.ScreenSpaceDrawQuad.Centre;
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public override Vector2 ScreenSpaceSelectionPoint => DrawableObject.ScreenSpaceDrawQuad.Centre;
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@ -245,7 +245,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (drawable == null)
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if (drawable == null)
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return null;
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return null;
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return CreateHitObjectBlueprintFor(item).With(b => b.Apply(drawable));
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return CreateHitObjectBlueprintFor(item).With(b => b.DrawableObject = drawable);
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}
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}
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public virtual HitObjectSelectionBlueprint CreateHitObjectBlueprintFor(HitObject hitObject) => null;
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public virtual HitObjectSelectionBlueprint CreateHitObjectBlueprintFor(HitObject hitObject) => null;
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@ -27,7 +27,7 @@ namespace osu.Game.Tests.Visual
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{
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{
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Add(blueprint.With(d =>
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Add(blueprint.With(d =>
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{
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{
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d.Apply(drawableObject);
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d.DrawableObject = drawableObject;
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d.Depth = float.MinValue;
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d.Depth = float.MinValue;
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d.Select();
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d.Select();
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}));
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}));
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