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Bind UpdateVisibility() directly to source of truth
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@ -201,8 +201,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// there are potentially multiple SelectionHandlers active, but we only want to add hitobjects to the selected list once.
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if (!EditorBeatmap.SelectedHitObjects.Contains(blueprint.HitObject))
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EditorBeatmap.SelectedHitObjects.Add(blueprint.HitObject);
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UpdateVisibility();
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}
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/// <summary>
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@ -214,8 +212,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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selectedBlueprints.Remove(blueprint);
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EditorBeatmap.SelectedHitObjects.Remove(blueprint.HitObject);
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UpdateVisibility();
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}
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/// <summary>
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@ -254,7 +250,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <summary>
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/// Updates whether this <see cref="SelectionHandler"/> is visible.
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/// </summary>
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internal void UpdateVisibility()
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private void updateVisibility()
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{
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int count = selectedBlueprints.Count;
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@ -421,7 +417,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// bring in updates from selection changes
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EditorBeatmap.HitObjectUpdated += _ => UpdateTernaryStates();
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EditorBeatmap.SelectedHitObjects.CollectionChanged += (sender, args) => UpdateTernaryStates();
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EditorBeatmap.SelectedHitObjects.CollectionChanged += (sender, args) =>
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{
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updateVisibility();
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UpdateTernaryStates();
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};
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}
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/// <summary>
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