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Make AliveMasks private
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@ -25,10 +25,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
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public event Action<HitObjectMask> MaskSelectionRequested;
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/// <summary>
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/// All the <see cref="HitObjectMask"/>s with <see cref="IsAlive"/> == true.
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/// </summary>
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public IEnumerable<HitObjectMask> AliveMasks => AliveInternalChildren.Cast<HitObjectMask>();
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private IEnumerable<HitObjectMask> aliveMasks => AliveInternalChildren.Cast<HitObjectMask>();
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public MaskContainer()
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{
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@ -64,7 +61,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
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/// <param name="rect">The rectangle to perform a selection on in screen-space coordinates.</param>
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public void Select(RectangleF rect)
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{
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foreach (var mask in AliveMasks)
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foreach (var mask in aliveMasks)
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{
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if (mask.IsPresent && rect.Contains(mask.SelectionPoint))
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mask.Select();
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@ -74,7 +71,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
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/// <summary>
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/// Deselects all selected <see cref="HitObjectMask"/>s.
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/// </summary>
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public void DeselectAll() => AliveMasks.ToList().ForEach(m => m.Deselect());
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public void DeselectAll() => aliveMasks.ToList().ForEach(m => m.Deselect());
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private void onMaskSelected(HitObjectMask mask) => MaskSelected?.Invoke(mask);
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private void onMaskDeselected(HitObjectMask mask) => MaskDeselected?.Invoke(mask);
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