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Merge conditionals
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@ -163,20 +163,17 @@ namespace osu.Game.Rulesets.Catch.Objects
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int indexWithOffsets = lastObj?.ComboIndexWithOffsets ?? 0;
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int inCurrentCombo = (lastObj?.IndexInCurrentCombo + 1) ?? 0;
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// For the purpose of combo colours, spinners never start a new combo even if they are flagged as doing so.
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if (this is not BananaShower)
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// - For the purpose of combo colours, spinners never start a new combo even if they are flagged as doing so.
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// - At decode time, the first hitobject in the beatmap and the first hitobject after a banana shower are both enforced to be a new combo,
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// but this isn't directly enforced by the editor so the extra checks against the last hitobject are duplicated here.
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if (this is not BananaShower && (NewCombo || lastObj == null || lastObj is BananaShower))
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{
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// At decode time, the first hitobject in the beatmap and the first hitobject after a banana shower are both enforced to be a new combo,
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// but this isn't directly enforced by the editor so the extra checks against the last hitobject are duplicated here.
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if (NewCombo || lastObj == null || lastObj is BananaShower)
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{
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inCurrentCombo = 0;
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index++;
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indexWithOffsets += ComboOffset + 1;
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inCurrentCombo = 0;
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index++;
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indexWithOffsets += ComboOffset + 1;
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if (lastObj != null)
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lastObj.LastInCombo = true;
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}
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if (lastObj != null)
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lastObj.LastInCombo = true;
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}
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ComboIndex = index;
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@ -188,20 +188,17 @@ namespace osu.Game.Rulesets.Osu.Objects
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int indexWithOffsets = lastObj?.ComboIndexWithOffsets ?? 0;
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int inCurrentCombo = (lastObj?.IndexInCurrentCombo + 1) ?? 0;
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// For the purpose of combo colours, spinners never start a new combo even if they are flagged as doing so.
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if (this is not Spinner)
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// - For the purpose of combo colours, spinners never start a new combo even if they are flagged as doing so.
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// - At decode time, the first hitobject in the beatmap and the first hitobject after a spinner are both enforced to be a new combo,
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// but this isn't directly enforced by the editor so the extra checks against the last hitobject are duplicated here.
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if (this is not Spinner && (NewCombo || lastObj == null || lastObj is Spinner))
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{
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// At decode time, the first hitobject in the beatmap and the first hitobject after a spinner are both enforced to be a new combo,
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// but this isn't directly enforced by the editor so the extra checks against the last hitobject are duplicated here.
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if (NewCombo || lastObj == null || lastObj is Spinner)
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{
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inCurrentCombo = 0;
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index++;
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indexWithOffsets += ComboOffset + 1;
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inCurrentCombo = 0;
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index++;
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indexWithOffsets += ComboOffset + 1;
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if (lastObj != null)
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lastObj.LastInCombo = true;
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}
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if (lastObj != null)
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lastObj.LastInCombo = true;
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}
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ComboIndex = index;
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