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Better handling of nested playfields' hitobjects
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@ -55,13 +55,18 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
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maskContainer,
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dragLayer.CreateProxy()
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};
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AddMasks();
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addMasks(Playfield);
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}
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protected virtual void AddMasks()
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private void addMasks(Playfield playfield)
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{
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foreach (var obj in Playfield.HitObjects.Objects)
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AddMask(obj);
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foreach (var obj in playfield.HitObjects.Objects)
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addMask(obj);
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if (playfield.NestedPlayfields != null)
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foreach (var p in playfield.NestedPlayfields)
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addMasks(p);
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}
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
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@ -74,7 +79,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
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/// Adds a mask for a <see cref="DrawableHitObject"/> which adds movement support.
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/// </summary>
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/// <param name="hitObject">The <see cref="DrawableHitObject"/> to create a mask for.</param>
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protected void AddMask(DrawableHitObject hitObject)
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private void addMask(DrawableHitObject hitObject)
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{
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var mask = Composer.CreateMaskFor(hitObject);
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if (mask == null)
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