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Add a way to re-invoke ApplyDefaults on placement object
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@ -2,6 +2,7 @@
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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.Framework.Configuration;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Input.Events;
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@ -22,6 +23,8 @@ namespace osu.Game.Rulesets.Edit
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protected IClock EditorClock { get; private set; }
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private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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[Resolved]
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private IPlacementHandler placementHandler { get; set; }
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@ -31,11 +34,13 @@ namespace osu.Game.Rulesets.Edit
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}
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[BackgroundDependencyLoader]
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private void load(IBindableBeatmap workingBeatmap, IAdjustableClock clock)
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private void load(IBindableBeatmap beatmap, IAdjustableClock clock)
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{
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this.beatmap.BindTo(beatmap);
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EditorClock = clock;
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HitObject.ApplyDefaults(workingBeatmap.Value.Beatmap.ControlPointInfo, workingBeatmap.Value.Beatmap.BeatmapInfo.BaseDifficulty);
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ApplyDefaultsToHitObject();
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}
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private bool placementBegun;
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@ -60,6 +65,11 @@ namespace osu.Game.Rulesets.Edit
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placementHandler.EndPlacement(HitObject);
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}
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/// <summary>
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/// Invokes <see cref="HitObject.ApplyDefaults"/>, refreshing <see cref="HitObject.NestedHitObjects"/> and parameters for the <see cref="HitObject"/>.
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/// </summary>
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protected void ApplyDefaultsToHitObject() => HitObject.ApplyDefaults(beatmap.Value.Beatmap.ControlPointInfo, beatmap.Value.Beatmap.BeatmapInfo.BaseDifficulty);
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => Parent?.ReceivePositionalInputAt(screenSpacePos) ?? false;
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protected override bool Handle(UIEvent e)
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