protected void SwitchToDifficulty(BeatmapInfo nextBeatmap) => loader?.ScheduleDifficultySwitch(nextBeatmap, GetState(nextBeatmap));
protected void SwitchToDifficulty(BeatmapInfo nextBeatmap) => loader?.ScheduleDifficultySwitch(nextBeatmap, new EditorState { Time = clock.CurrentTimeAccurate, ClipboardContent = editorBeatmap.BeatmapInfo.RulesetID == nextBeatmap.RulesetID ? clipboard.Value : string.Empty });