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Expose EditorClock for consumption
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@ -41,7 +41,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private IEditorChangeHandler changeHandler { get; set; }
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[Resolved]
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private EditorClock editorClock { get; set; }
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protected EditorClock EditorClock { get; private set; }
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[Resolved]
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protected EditorBeatmap Beatmap { get; private set; }
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@ -170,7 +170,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (clickedBlueprint == null || SelectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered) != clickedBlueprint)
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return false;
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editorClock?.SeekTo(clickedBlueprint.HitObject.StartTime);
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EditorClock?.SeekTo(clickedBlueprint.HitObject.StartTime);
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return true;
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}
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@ -381,7 +381,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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case SelectionState.Selected:
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// if the editor is playing, we generally don't want to deselect objects even if outside the selection area.
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if (!editorClock.IsRunning && !isValidForSelection())
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if (!EditorClock.IsRunning && !isValidForSelection())
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blueprint.Deselect();
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break;
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}
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