diff --git a/osu.Game.Rulesets.Taiko/Edit/TaikoSelectionHandler.cs b/osu.Game.Rulesets.Taiko/Edit/TaikoSelectionHandler.cs index 7ab8a54b02..ae6dced9aa 100644 --- a/osu.Game.Rulesets.Taiko/Edit/TaikoSelectionHandler.cs +++ b/osu.Game.Rulesets.Taiko/Edit/TaikoSelectionHandler.cs @@ -53,6 +53,9 @@ namespace osu.Game.Rulesets.Taiko.Edit public void SetStrongState(bool state) { + if (SelectedItems.OfType().All(h => h.IsStrong == state)) + return; + EditorBeatmap.PerformOnSelection(h => { if (!(h is Hit taikoHit)) return; @@ -67,6 +70,9 @@ namespace osu.Game.Rulesets.Taiko.Edit public void SetRimState(bool state) { + if (SelectedItems.OfType().All(h => h.Type == (state ? HitType.Rim : HitType.Centre))) + return; + EditorBeatmap.PerformOnSelection(h => { if (h is Hit taikoHit) diff --git a/osu.Game/Screens/Edit/Compose/Components/EditorSelectionHandler.cs b/osu.Game/Screens/Edit/Compose/Components/EditorSelectionHandler.cs index a73278a61e..7420362e19 100644 --- a/osu.Game/Screens/Edit/Compose/Components/EditorSelectionHandler.cs +++ b/osu.Game/Screens/Edit/Compose/Components/EditorSelectionHandler.cs @@ -198,6 +198,9 @@ namespace osu.Game.Screens.Edit.Compose.Components /// The name of the sample bank. public void AddSampleBank(string bankName) { + if (SelectedItems.All(h => h.Samples.All(s => s.Bank == bankName))) + return; + EditorBeatmap.PerformOnSelection(h => { if (h.Samples.All(s => s.Bank == bankName)) @@ -214,6 +217,9 @@ namespace osu.Game.Screens.Edit.Compose.Components /// The name of the hit sample. public void AddHitSample(string sampleName) { + if (SelectedItems.All(h => h.Samples.Any(s => s.Name == sampleName))) + return; + EditorBeatmap.PerformOnSelection(h => { // Make sure there isn't already an existing sample @@ -231,6 +237,9 @@ namespace osu.Game.Screens.Edit.Compose.Components /// The name of the hit sample. public void RemoveHitSample(string sampleName) { + if (SelectedItems.All(h => h.Samples.All(s => s.Name != sampleName))) + return; + EditorBeatmap.PerformOnSelection(h => { h.SamplesBindable.RemoveAll(s => s.Name == sampleName); @@ -245,6 +254,9 @@ namespace osu.Game.Screens.Edit.Compose.Components /// Throws if any selected object doesn't implement public void SetNewCombo(bool state) { + if (SelectedItems.OfType().All(h => h.NewCombo == state)) + return; + EditorBeatmap.PerformOnSelection(h => { var comboInfo = h as IHasComboInformation; diff --git a/osu.Game/Screens/Edit/EditorBeatmap.cs b/osu.Game/Screens/Edit/EditorBeatmap.cs index 7a3ea474fb..6363ed2854 100644 --- a/osu.Game/Screens/Edit/EditorBeatmap.cs +++ b/osu.Game/Screens/Edit/EditorBeatmap.cs @@ -198,6 +198,11 @@ namespace osu.Game.Screens.Edit /// Perform the provided action on every selected hitobject. /// Changes will be grouped as one history action. /// + /// + /// Note that this incurs a full state save, and as such requires the entire beatmap to be encoded, etc. + /// Very frequent use of this method (e.g. once a frame) is most discouraged. + /// If there is need to do so, use local precondition checks to eliminate changes that are known to be no-ops. + /// /// The action to perform. public void PerformOnSelection(Action action) {