mirror of https://github.com/ppy/osu
Remove redundant storage of blueprint's related item
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@ -9,7 +9,6 @@
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Screens.Play.HUD;
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using osu.Game.Screens.Play.HUD;
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using osuTK;
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using osuTK;
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@ -17,26 +16,20 @@ namespace osu.Game.Skinning.Editor
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{
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{
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public class SkinBlueprint : SelectionBlueprint<ISkinnableComponent>
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public class SkinBlueprint : SelectionBlueprint<ISkinnableComponent>
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{
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{
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/// <summary>
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/// The <see cref="DrawableHitObject"/> which this <see cref="OverlaySelectionBlueprint"/> applies to.
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/// </summary>
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public readonly ISkinnableComponent Component;
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private Container box;
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private Container box;
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private Drawable drawable => (Drawable)Component;
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private Drawable drawable => (Drawable)Item;
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/// <summary>
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/// <summary>
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/// Whether the blueprint should be shown even when the <see cref="Component"/> is not alive.
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/// Whether the blueprint should be shown even when the <see cref="SelectionBlueprint{T}.Item"/> is not alive.
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/// </summary>
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/// </summary>
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protected virtual bool AlwaysShowWhenSelected => false;
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protected virtual bool AlwaysShowWhenSelected => false;
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protected override bool ShouldBeAlive => (drawable.IsAlive && Component.IsPresent) || (AlwaysShowWhenSelected && State == SelectionState.Selected);
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protected override bool ShouldBeAlive => (drawable.IsAlive && Item.IsPresent) || (AlwaysShowWhenSelected && State == SelectionState.Selected);
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public SkinBlueprint(ISkinnableComponent component)
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public SkinBlueprint(ISkinnableComponent component)
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: base(component)
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: base(component)
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{
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{
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Component = component;
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}
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}
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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