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Merge pull request #12926 from peppy/fix-placement-blueprint-disappearing
Fix editor placement ending early if a blueprint becomes alive from a pool
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commit
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@ -61,6 +61,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
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inputManager = GetContainingInputManager();
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inputManager = GetContainingInputManager();
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Beatmap.HitObjectAdded += hitObjectAdded;
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// updates to selected are handled for us by SelectionHandler.
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// updates to selected are handled for us by SelectionHandler.
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NewCombo.BindTo(SelectionHandler.SelectionNewComboState);
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NewCombo.BindTo(SelectionHandler.SelectionNewComboState);
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@ -259,10 +261,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
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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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protected override void OnBlueprintAdded(HitObject item)
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private void hitObjectAdded(HitObject obj)
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{
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{
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base.OnBlueprintAdded(item);
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// refresh the tool to handle the case of placement completing.
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refreshTool();
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refreshTool();
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// on successful placement, the new combo button should be reset as this is the most common user interaction.
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// on successful placement, the new combo button should be reset as this is the most common user interaction.
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