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Revert changes to OnBlueprint
methods and handle select-on-addition locally
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@ -251,7 +251,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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public virtual OverlaySelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject) => null;
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public virtual OverlaySelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject) => null;
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protected override void OnBlueprintAdded(SelectionBlueprint<HitObject> item)
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protected override void OnBlueprintAdded(HitObject item)
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{
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{
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base.OnBlueprintAdded(item);
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base.OnBlueprintAdded(item);
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@ -108,13 +108,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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base.AddBlueprintFor(item);
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base.AddBlueprintFor(item);
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}
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}
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protected override void OnBlueprintAdded(SelectionBlueprint<HitObject> blueprint)
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{
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base.OnBlueprintAdded(blueprint);
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if (Beatmap.SelectedHitObjects.Contains(blueprint.Item))
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blueprint.Select();
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}
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protected override void UpdateSelection()
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protected override void UpdateSelection()
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{
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{
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base.UpdateSelection();
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base.UpdateSelection();
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@ -34,7 +34,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// </summary>
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/// </summary>
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public IReadOnlyList<SelectionBlueprint<T>> SelectedBlueprints => selectedBlueprints;
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public IReadOnlyList<SelectionBlueprint<T>> SelectedBlueprints => selectedBlueprints;
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protected BindableList<T> SelectedItems = new BindableList<T>();
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public BindableList<T> SelectedItems = new BindableList<T>();
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private readonly List<SelectionBlueprint<T>> selectedBlueprints;
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private readonly List<SelectionBlueprint<T>> selectedBlueprints;
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