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Rework hitobject blueprints to take in hitobject models
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@ -16,7 +16,6 @@ using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Screens.Edit.Components.TernaryButtons;
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using osuTK;
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@ -246,10 +245,10 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (drawable == null)
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return null;
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return CreateBlueprintFor(drawable);
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return CreateHitObjectBlueprintFor(item).With(b => b.DrawableObject = drawable);
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}
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public virtual OverlaySelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject) => null;
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public virtual HitObjectSelectionBlueprint CreateHitObjectBlueprintFor(HitObject hitObject) => null;
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protected override void OnBlueprintAdded(HitObject item)
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{
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