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Fix strong bindable changes for DrumRolls
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@ -38,7 +38,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private Drawable outline;
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[Resolved(CanBeNull = true)]
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private EditorBeatmap editorBeatmap { get; set; }
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protected EditorBeatmap EditorBeatmap { get; private set; }
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[Resolved(CanBeNull = true)]
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private IEditorChangeHandler changeHandler { get; set; }
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@ -117,7 +117,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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internal void HandleSelected(SelectionBlueprint blueprint)
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{
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selectedBlueprints.Add(blueprint);
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editorBeatmap.SelectedHitObjects.Add(blueprint.HitObject);
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EditorBeatmap.SelectedHitObjects.Add(blueprint.HitObject);
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UpdateVisibility();
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}
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@ -129,7 +129,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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internal void HandleDeselected(SelectionBlueprint blueprint)
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{
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selectedBlueprints.Remove(blueprint);
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editorBeatmap.SelectedHitObjects.Remove(blueprint.HitObject);
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EditorBeatmap.SelectedHitObjects.Remove(blueprint.HitObject);
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// We don't want to update visibility if > 0, since we may be deselecting blueprints during drag-selection
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if (selectedBlueprints.Count == 0)
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@ -165,7 +165,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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changeHandler?.BeginChange();
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foreach (var h in selectedBlueprints.ToList())
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editorBeatmap?.Remove(h.HitObject);
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EditorBeatmap?.Remove(h.HitObject);
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changeHandler?.EndChange();
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}
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