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Pass HitObjectComposer to BlueprintContainer via ctor
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@ -104,7 +104,7 @@ namespace osu.Game.Rulesets.Edit
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drawableRulesetWrapper,
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// layers above playfield
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drawableRulesetWrapper.CreatePlayfieldAdjustmentContainer()
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.WithChild(BlueprintContainer = CreateBlueprintContainer(HitObjects))
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.WithChild(BlueprintContainer = CreateBlueprintContainer())
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}
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},
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new FillFlowContainer
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@ -182,9 +182,8 @@ namespace osu.Game.Rulesets.Edit
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/// <summary>
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/// Construct a relevant blueprint container. This will manage hitobject selection/placement input handling and display logic.
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/// </summary>
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/// <param name="hitObjects">A live collection of all <see cref="DrawableHitObject"/>s in the editor beatmap.</param>
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protected virtual ComposeBlueprintContainer CreateBlueprintContainer(IEnumerable<DrawableHitObject> hitObjects)
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=> new ComposeBlueprintContainer(hitObjects);
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protected virtual ComposeBlueprintContainer CreateBlueprintContainer()
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=> new ComposeBlueprintContainer(this);
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/// <summary>
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/// Construct a drawable ruleset for the provided ruleset.
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