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Make show/hide only invoked once each
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@ -134,10 +134,15 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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base.Update();
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if (composer.RulesetContainer.Playfield.ReceivePositionalInputAt(inputManager.CurrentState.Mouse.Position))
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currentPlacement?.Show();
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else if (currentPlacement?.PlacementBegun == false)
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currentPlacement?.Hide();
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if (currentPlacement != null)
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{
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bool cursorInPlayfield = composer.RulesetContainer.Playfield.ReceivePositionalInputAt(inputManager.CurrentState.Mouse.Position);
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if (cursorInPlayfield)
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currentPlacement.State = PlacementState.Shown;
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else if (currentPlacement?.PlacementBegun == false)
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currentPlacement.State = PlacementState.Hidden;
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}
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}
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/// <summary>
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@ -153,7 +158,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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placementBlueprintContainer.Child = currentPlacement = blueprint;
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}
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/// <summary>
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/// Select all masks in a given rectangle selection area.
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/// </summary>
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