diff --git a/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs b/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs index 44f61e2074..a72ba1fa55 100644 --- a/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs +++ b/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs @@ -39,10 +39,14 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps /// private const float taiko_base_distance = 100; + private bool isForCurrentRuleset; + protected override IEnumerable ValidConversionTypes { get; } = new[] { typeof(HitObject) }; protected override Beatmap ConvertBeatmap(Beatmap original, bool isForCurrentRuleset) { + this.isForCurrentRuleset = isForCurrentRuleset; + // Rewrite the beatmap info to add the slider velocity multiplier BeatmapInfo info = original.BeatmapInfo.DeepClone(); info.Difficulty.SliderMultiplier *= legacy_velocity_multiplier; @@ -104,7 +108,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps // If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat double tickSpacing = Math.Min(speedAdjustedBeatLength / beatmap.BeatmapInfo.Difficulty.SliderTickRate, taikoDuration / repeats); - if (tickSpacing > 0 && osuDuration < 2 * speedAdjustedBeatLength) + if (!isForCurrentRuleset && tickSpacing > 0 && osuDuration < 2 * speedAdjustedBeatLength) { List allSamples = curveData != null ? curveData.RepeatSamples : new List(new[] { samples });