Move PostProcessing to after control points applied and nested hit objects created.

This commit is contained in:
ekrctb 2018-05-25 16:21:51 +09:00
parent 1c947fd3a7
commit 9f2e09dae4
1 changed files with 3 additions and 3 deletions

View File

@ -116,9 +116,6 @@ public IBeatmap GetPlayableBeatmap(RulesetInfo ruleset)
mod.ApplyToDifficulty(converted.BeatmapInfo.BaseDifficulty); mod.ApplyToDifficulty(converted.BeatmapInfo.BaseDifficulty);
} }
// Post-process
rulesetInstance.CreateBeatmapProcessor(converted)?.PostProcess();
// Compute default values for hitobjects, including creating nested hitobjects in-case they're needed // Compute default values for hitobjects, including creating nested hitobjects in-case they're needed
foreach (var obj in converted.HitObjects) foreach (var obj in converted.HitObjects)
obj.ApplyDefaults(converted.ControlPointInfo, converted.BeatmapInfo.BaseDifficulty); obj.ApplyDefaults(converted.ControlPointInfo, converted.BeatmapInfo.BaseDifficulty);
@ -127,6 +124,9 @@ public IBeatmap GetPlayableBeatmap(RulesetInfo ruleset)
foreach (var obj in converted.HitObjects) foreach (var obj in converted.HitObjects)
mod.ApplyToHitObject(obj); mod.ApplyToHitObject(obj);
// Post-process
rulesetInstance.CreateBeatmapProcessor(converted)?.PostProcess();
return converted; return converted;
} }