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Fix issues
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@ -3,13 +3,10 @@
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
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using OpenTK;
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using OpenTK.Graphics;
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namespace osu.Game.Rulesets.Mania.Edit.Layers.Selection.Overlays
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@ -32,7 +29,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Layers.Selection.Overlays
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{
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new NoteMask(hold.Head),
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new NoteMask(hold.Tail),
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body = new BodyPiece()
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body = new BodyPiece
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{
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AccentColour = Color4.Transparent
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},
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@ -1,7 +1,6 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Screens.Edit.Screens.Compose.Layers;
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@ -1,7 +1,6 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Tools;
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@ -33,13 +32,6 @@ namespace osu.Game.Rulesets.Mania.Edit
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new HitObjectCompositionTool<HoldNote>("Hold"),
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};
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// TODO: According to another proposal, extend this to support multiple layers for mania maps
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// The logic could be moving all the layers that the beatmap has simultaneously
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// To avoid using too many resources, this could be changed to simply changing the Alpha to something
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// between 0.25f to 0.5f for notes that are in other layers (and may be also not selected)
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// Will also need a tool to navigate through layers
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// Please ignore the comment above, I just wanted to write my thoughts down so that I do not forget in 2 months when I get around to it
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public override HitObjectMask CreateMaskFor(DrawableHitObject hitObject)
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{
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switch (hitObject)
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@ -22,9 +22,9 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
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public HitObjectMaskLayer(Playfield playfield, HitObjectComposer composer)
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{
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// we need the playfield as HitObjects may not be initialised until its BDL.
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this.Playfield = playfield;
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Playfield = playfield;
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this.Composer = composer;
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Composer = composer;
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RelativeSizeAxes = Axes.Both;
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}
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