diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Colour/Data/AlternatingMonoPattern.cs b/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Colour/Data/AlternatingMonoPattern.cs
index bc6e02319d..7910a8262b 100644
--- a/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Colour/Data/AlternatingMonoPattern.cs
+++ b/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Colour/Data/AlternatingMonoPattern.cs
@@ -2,7 +2,6 @@
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
-using System.Linq;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data
{
@@ -32,11 +31,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data
///
public TaikoDifficultyHitObject FirstHitObject => MonoStreaks[0].FirstHitObject;
- ///
- /// All s in this .
- ///
- public IEnumerable AllHitObjects => MonoStreaks.SelectMany(streak => streak.HitObjects);
-
///
/// Determine if this is a repetition of another . This
/// is a strict comparison and is true if and only if the colour sequence is exactly the same.
diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Colour/Data/RepeatingHitPatterns.cs b/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Colour/Data/RepeatingHitPatterns.cs
index 9e3d9a21b2..468a9ab876 100644
--- a/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Colour/Data/RepeatingHitPatterns.cs
+++ b/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Colour/Data/RepeatingHitPatterns.cs
@@ -2,7 +2,6 @@
// See the LICENCE file in the repository root for full licence text.
using System;
-using System.Linq;
using System.Collections.Generic;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data
@@ -28,11 +27,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data
///
public TaikoDifficultyHitObject FirstHitObject => AlternatingMonoPatterns[0].FirstHitObject;
- ///
- /// All s in this .
- ///
- public IEnumerable AllHitObjects => AlternatingMonoPatterns.SelectMany(pattern => pattern.AllHitObjects);
-
///
/// The previous . This is used to determine the repetition interval.
///
diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Colour/TaikoColourDifficultyPreprocessor.cs b/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Colour/TaikoColourDifficultyPreprocessor.cs
index 500078a879..18a299ae92 100644
--- a/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Colour/TaikoColourDifficultyPreprocessor.cs
+++ b/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Colour/TaikoColourDifficultyPreprocessor.cs
@@ -24,11 +24,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
// Assign indexing and encoding data to all relevant objects.
foreach (var repeatingHitPattern in hitPatterns)
{
- foreach (var hitObject in repeatingHitPattern.AllHitObjects)
- {
- hitObject.Colour.RepeatingHitPattern = repeatingHitPattern;
- }
-
// The outermost loop is kept a ForEach loop since it doesn't need index information, and we want to
// keep i and j for AlternatingMonoPattern's and MonoStreak's index respectively, to keep it in line with
// documentation.
@@ -38,11 +33,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
monoPattern.Parent = repeatingHitPattern;
monoPattern.Index = i;
- foreach (var hitObject in monoPattern.AllHitObjects)
- {
- hitObject.Colour.AlternatingMonoPattern = monoPattern;
- }
-
for (int j = 0; j < monoPattern.MonoStreaks.Count; ++j)
{
MonoStreak monoStreak = monoPattern.MonoStreaks[j];
@@ -51,6 +41,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
foreach (var hitObject in monoStreak.HitObjects)
{
+ hitObject.Colour.RepeatingHitPattern = repeatingHitPattern;
+ hitObject.Colour.AlternatingMonoPattern = monoPattern;
hitObject.Colour.MonoStreak = monoStreak;
}
}