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Invert flow order of hitobjects between composer and mask layers
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@ -28,6 +28,9 @@ namespace osu.Game.Rulesets.Edit
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private RulesetContainer rulesetContainer;
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private readonly List<Container> layerContainers = new List<Container>();
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public IEnumerable<DrawableHitObject> HitObjects => rulesetContainer.Playfield.HitObjects.Objects;
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public IEnumerable<DrawableHitObject> AliveHitObjects => rulesetContainer.Playfield.HitObjects.AliveObjects;
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private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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protected HitObjectComposer(Ruleset ruleset)
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@ -60,7 +63,7 @@ namespace osu.Game.Rulesets.Edit
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};
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var layerAboveRuleset = CreateLayerContainer();
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layerAboveRuleset.Child = new HitObjectMaskLayer(rulesetContainer.Playfield, this);
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layerAboveRuleset.Child = new HitObjectMaskLayer();
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layerContainers.Add(layerBelowRuleset);
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layerContainers.Add(layerAboveRuleset);
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@ -110,6 +113,13 @@ namespace osu.Game.Rulesets.Edit
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toolboxCollection.Items[0].Select();
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}
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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dependencies.CacheAs(this);
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return dependencies;
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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