Don't include nested hit objects' DifficultyControLPoints in legacy encoder logic

The editor doesn't currently propagate velocity to nested objects. We're
not yet sure whether it should or not. For now, let's just ignore nested
objects' `DifficultyControlPoints` for simplicity.

Note that this only affects osu! ruleset due to the pre-check on
`isOsuRuleset`.
This commit is contained in:
Dean Herbert 2022-01-24 19:54:07 +09:00
parent deaff340d2
commit c3758047fd

View File

@ -242,12 +242,7 @@ namespace osu.Game.Beatmaps.Formats
yield break;
foreach (var hitObject in hitObjects)
{
yield return hitObject.DifficultyControlPoint;
foreach (var nested in collectDifficultyControlPoints(hitObject.NestedHitObjects))
yield return nested;
}
}
void extractDifficultyControlPoints(IEnumerable<HitObject> hitObjects)