/// <summary> /// Applies a <see cref="BeatmapDifficulty"/> to the mod and returns a new <see cref="BeatmapDifficulty"/> /// representing the result if the mod were applied to a fresh <see cref="BeatmapDifficulty"/> instance. /// </summary> private BeatmapDifficulty applyDifficulty(BeatmapDifficulty difficulty) { // ensure that ReadFromDifficulty doesn't pollute the values. var newDifficulty = difficulty.Clone(); testMod.ReadFromDifficulty(difficulty); testMod.ApplyToDifficulty(newDifficulty); return(newDifficulty); }