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Remove distance object pattern generator for now (next PR).
This commit is contained in:
parent
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164a1bb743
@ -4,8 +4,6 @@
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using System;
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using System.Collections.Generic;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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@ -18,10 +16,6 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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/// </summary>
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internal class LegacyBeatmapConverter
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{
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private readonly FastRandom random;
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private Patterns.Pattern lastPattern = new Patterns.Pattern();
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private readonly int availableColumns;
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private readonly float localXDivisor;
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@ -31,10 +25,6 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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{
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this.beatmap = beatmap;
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int seed = (int)Math.Round(beatmap.BeatmapInfo.Difficulty.DrainRate + beatmap.BeatmapInfo.Difficulty.CircleSize)
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* 20 + (int)(beatmap.BeatmapInfo.Difficulty.OverallDifficulty * 41.2) + (int)Math.Round(beatmap.BeatmapInfo.Difficulty.ApproachRate);
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random = new FastRandom(seed);
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availableColumns = (int)Math.Round(beatmap.BeatmapInfo.Difficulty.CircleSize);
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localXDivisor = 512.0f / availableColumns;
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}
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@ -97,7 +87,9 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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Patterns.PatternGenerator conversion = null;
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if (distanceData != null)
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conversion = new DistanceObjectPatternGenerator(random, original, beatmap, lastPattern);
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{
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// Slider
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}
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else if (endTimeData != null)
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{
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// Spinner
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@ -114,8 +106,6 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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foreach (ManiaHitObject obj in newPattern.HitObjects)
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yield return obj;
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lastPattern = newPattern;
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}
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private int getColumn(float position) => MathHelper.Clamp((int)Math.Floor(position / localXDivisor), 0, availableColumns - 1);
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@ -1,463 +0,0 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Linq;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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/// <summary>
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/// A pattern generator for IHasDistance hit objects.
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/// </summary>
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internal class DistanceObjectPatternGenerator : PatternGenerator
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{
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/// <summary>
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/// Base osu! slider scoring distance.
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/// </summary>
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private const float osu_base_scoring_distance = 100;
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private readonly double endTime;
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private readonly int repeatCount;
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private PatternType convertType;
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public DistanceObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern)
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: base(random, hitObject, beatmap, previousPattern)
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{
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ControlPoint overridePoint;
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ControlPoint controlPoint = Beatmap.TimingInfo.TimingPointAt(hitObject.StartTime, out overridePoint);
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convertType = PatternType.None;
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if ((overridePoint ?? controlPoint)?.KiaiMode == false)
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convertType = PatternType.LowProbability;
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var distanceData = hitObject as IHasDistance;
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var repeatsData = hitObject as IHasRepeats;
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repeatCount = repeatsData?.RepeatCount ?? 1;
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double speedAdjustment = beatmap.TimingInfo.SpeedMultiplierAt(hitObject.StartTime);
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double speedAdjustedBeatLength = beatmap.TimingInfo.BeatLengthAt(hitObject.StartTime) * speedAdjustment;
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// The true distance, accounting for any repeats. This ends up being the drum roll distance later
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double distance = distanceData.Distance * repeatCount;
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// The velocity of the osu! hit object - calculated as the velocity of a slider
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double osuVelocity = osu_base_scoring_distance * beatmap.BeatmapInfo.Difficulty.SliderMultiplier / speedAdjustedBeatLength;
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// The duration of the osu! hit object
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double osuDuration = distance / osuVelocity;
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endTime = hitObject.StartTime + osuDuration;
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}
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public override Pattern Generate()
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{
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double segmentDuration = endTime / repeatCount;
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if (repeatCount > 1)
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{
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if (segmentDuration <= 90)
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return generateRandomHoldNotes(HitObject.StartTime, endTime, 1);
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if (segmentDuration <= 120)
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{
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convertType |= PatternType.ForceNotStack;
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return generateRandomNotes(HitObject.StartTime, segmentDuration, repeatCount);
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}
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if (segmentDuration <= 160)
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return generateStair(HitObject.StartTime, segmentDuration);
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if (segmentDuration <= 200 && ConversionDifficulty > 3)
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return generateRandomMultipleNotes(HitObject.StartTime, segmentDuration, repeatCount);
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double duration = endTime - HitObject.StartTime;
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if (duration >= 4000)
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return generateNRandomNotes(HitObject.StartTime, endTime, 0.23, 0, 0);
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if (segmentDuration > 400 && duration < 4000 && repeatCount < AvailableColumns - 1 - RandomStart)
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return generateTiledHoldNotes(HitObject.StartTime, segmentDuration, repeatCount);
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return generateHoldAndNormalNotes(HitObject.StartTime, segmentDuration);
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}
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if (segmentDuration <= 110)
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{
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if (PreviousPattern.ColumnsFilled < AvailableColumns)
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convertType |= PatternType.ForceNotStack;
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else
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convertType &= ~PatternType.ForceNotStack;
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return generateRandomNotes(HitObject.StartTime, segmentDuration, segmentDuration < 80 ? 0 : 1);
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}
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if (ConversionDifficulty > 6.5)
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{
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if ((convertType & PatternType.LowProbability) > 0)
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return generateNRandomNotes(HitObject.StartTime, endTime, 0.78, 0.3, 0);
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return generateNRandomNotes(HitObject.StartTime, endTime, 0.85, 0.36, 0.03);
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}
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if (ConversionDifficulty > 4)
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{
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if ((convertType & PatternType.LowProbability) > 0)
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return generateNRandomNotes(HitObject.StartTime, endTime, 0.43, 0.08, 0);
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return generateNRandomNotes(HitObject.StartTime, endTime, 0.56, 0.18, 0);
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}
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if (ConversionDifficulty > 2.5)
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{
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if ((convertType & PatternType.LowProbability) > 0)
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return generateNRandomNotes(HitObject.StartTime, endTime, 0.3, 0, 0);
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return generateNRandomNotes(HitObject.StartTime, endTime, 0.37, 0.08, 0);
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}
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if ((convertType & PatternType.LowProbability) > 0)
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return generateNRandomNotes(HitObject.StartTime, endTime, 0.17, 0, 0);
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return generateNRandomNotes(HitObject.StartTime, endTime, 0.27, 0, 0);
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}
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/// <summary>
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/// Generates random hold notes that start at an span the same amount of rows.
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/// </summary>
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/// <param name="startTime">Start time of each hold note.</param>
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/// <param name="endTime">End time of the hold notes.</param>
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/// <param name="noteCount">Number of hold notes.</param>
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateRandomHoldNotes(double startTime, double endTime, int noteCount)
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{
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// - - - -
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// ■ - ■ ■
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// □ - □ □
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// ■ - ■ ■
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var pattern = new Pattern();
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int usableColumns = AvailableColumns - RandomStart - PreviousPattern.ColumnsFilled;
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int nextColumn = Random.Next(RandomStart, AvailableColumns);
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for (int i = 0; i < Math.Min(usableColumns, noteCount); i++)
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{
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while (pattern.IsFilled(nextColumn) || PreviousPattern.IsFilled(nextColumn)) //find available column
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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AddToPattern(pattern, HitObject, nextColumn, startTime, endTime, noteCount);
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}
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// This is can't be combined with the above loop due to RNG
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for (int i = 0; i < noteCount - usableColumns; i++)
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{
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while (pattern.IsFilled(nextColumn))
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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AddToPattern(pattern, HitObject, nextColumn, startTime, endTime, noteCount);
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}
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return pattern;
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}
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/// <summary>
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/// Generates random notes, with one note per row and no stacking.
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/// </summary>
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/// <param name="startTime">The start time.</param>
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/// <param name="separationTime">The separation of notes between rows.</param>
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/// <param name="repeatCount">The number of rows.</param>
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateRandomNotes(double startTime, double separationTime, int repeatCount)
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{
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// - - - -
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// x - - -
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// - - x -
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// - - - x
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// x - - -
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var pattern = new Pattern();
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnsFilled < AvailableColumns)
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{
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while (PreviousPattern.IsFilled(nextColumn))
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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}
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int lastColumn = nextColumn;
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for (int i = 0; i <= repeatCount; i++)
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{
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AddToPattern(pattern, HitObject, nextColumn, startTime, startTime);
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while (nextColumn == lastColumn)
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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lastColumn = nextColumn;
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startTime += separationTime;
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}
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return pattern;
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}
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/// <summary>
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/// Generates a stair of notes, with one note per row.
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/// </summary>
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/// <param name="startTime">The start time.</param>
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/// <param name="separationTime">The separation of notes between rows.</param>
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateStair(double startTime, double separationTime)
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{
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// - - - -
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// x - - -
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// - x - -
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// - - x -
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// - - - x
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// - - x -
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// - x - -
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// x - - -
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var pattern = new Pattern();
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int column = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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bool increasing = Random.NextDouble() > 0.5;
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for (int i = 0; i <= repeatCount; i++)
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{
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AddToPattern(pattern, HitObject, column, startTime, startTime);
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startTime += separationTime;
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// Check if we're at the borders of the stage, and invert the pattern if so
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if (increasing)
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{
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if (column >= AvailableColumns - 1)
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{
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increasing = false;
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column--;
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}
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else
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column++;
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}
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else
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{
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if (column <= RandomStart)
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{
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increasing = true;
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column++;
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}
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else
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column--;
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}
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}
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return pattern;
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}
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/// <summary>
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/// Generates random notes with 1-2 notes per row and no stacking.
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/// </summary>
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/// <param name="startTime">The start time.</param>
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/// <param name="separationTime">The separation of notes between rows.</param>
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/// <param name="repeatCount">The number of rows.</param>
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateRandomMultipleNotes(double startTime, double separationTime, int repeatCount)
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{
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// - - - -
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// x - -
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// - x x -
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// - - - x
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// x - x -
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var pattern = new Pattern();
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bool legacy = AvailableColumns >= 4 && AvailableColumns <= 8;
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int interval = Random.Next(1, AvailableColumns - (legacy ? 1 : 0));
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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for (int i = 0; i <= repeatCount; i++)
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{
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AddToPattern(pattern, HitObject, nextColumn, startTime, startTime, 2);
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nextColumn += interval;
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if (nextColumn >= AvailableColumns - RandomStart)
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nextColumn = nextColumn - AvailableColumns - RandomStart + (legacy ? 1 : 0);
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nextColumn += RandomStart;
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// If we're in 2K, let's not add many consecutive doubles
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if (AvailableColumns > 2)
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AddToPattern(pattern, HitObject, nextColumn, startTime, startTime, 2);
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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startTime += separationTime;
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}
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return pattern;
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}
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/// <summary>
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/// Generates random hold notes. The amount of hold notes generated is determined by probabilities.
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/// </summary>
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/// <param name="startTime">The hold note start time.</param>
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/// <param name="endTime">The hold note end time.</param>
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/// <param name="p2">The probability required for 2 hold notes to be generated.</param>
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/// <param name="p3">The probability required for 3 hold notes to be generated.</param>
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/// <param name="p4">The probability required for 4 hold notes to be generated.</param>
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateNRandomNotes(double startTime, double endTime, double p2, double p3, double p4)
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{
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// - - - -
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// ■ - ■ ■
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// □ - □ □
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// ■ - ■ ■
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switch (AvailableColumns)
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{
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case 2:
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p2 = 0;
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p3 = 0;
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p4 = 0;
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break;
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case 3:
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p2 = Math.Max(p2, 0.1);
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p3 = 0;
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p4 = 0;
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break;
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case 4:
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p2 = Math.Max(p2, 0.3);
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p3 = Math.Max(p3, 0.04);
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p4 = 0;
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break;
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case 5:
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p2 = Math.Max(p2, 0.34);
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p3 = Math.Max(p3, 0.1);
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p4 = Math.Max(p4, 0.03);
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break;
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}
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Func<SampleInfo, bool> isDoubleSample = sample => sample.Name == SampleInfo.HIT_CLAP && sample.Name == SampleInfo.HIT_FINISH;
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bool canGenerateTwoNotes = (convertType & PatternType.LowProbability) == 0;
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canGenerateTwoNotes &= HitObject.Samples.Any(isDoubleSample) || sampleInfoListAt(HitObject.StartTime).Any(isDoubleSample);
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if (canGenerateTwoNotes)
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p2 = 1;
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return generateRandomHoldNotes(startTime, endTime, GetRandomNoteCount(p2, p3, p4));
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}
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/// <summary>
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/// Generates tiled hold notes. You can think of this as a stair of hold notes.
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/// </summary>
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/// <param name="startTime">The first hold note start time.</param>
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/// <param name="separationTime">The separation time between hold notes.</param>
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/// <param name="noteCount">The amount of hold notes.</param>
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateTiledHoldNotes(double startTime, double separationTime, int noteCount)
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{
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// - - - -
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// ■ ■ ■ ■
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// □ □ □ □
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// □ □ □ □
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// □ □ □ ■
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// □ □ ■ -
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// □ ■ - -
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// ■ - - -
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var pattern = new Pattern();
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int columnRepeat = Math.Min(noteCount, AvailableColumns);
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnsFilled < AvailableColumns)
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{
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while (PreviousPattern.IsFilled(nextColumn))
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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}
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for (int i = 0; i < columnRepeat; i++)
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{
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while (pattern.IsFilled(nextColumn))
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nextColumn = Random.Next(RandomStart, AvailableColumns);
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AddToPattern(pattern, HitObject, nextColumn, startTime, endTime, noteCount);
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startTime += separationTime;
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}
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return pattern;
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}
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/// <summary>
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/// Generates a hold note alongside normal notes.
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/// </summary>
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/// <param name="startTime">The start time of notes.</param>
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/// <param name="separationTime">The separation time between notes.</param>
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/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
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private Pattern generateHoldAndNormalNotes(double startTime, double separationTime)
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{
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// - - - -
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// ■ x x -
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// ■ - x x
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// ■ x - x
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// ■ - x x
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var pattern = new Pattern();
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int holdColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnsFilled < AvailableColumns)
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{
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while (PreviousPattern.IsFilled(holdColumn))
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holdColumn = Random.Next(RandomStart, AvailableColumns);
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}
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// Create the hold note
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AddToPattern(pattern, HitObject, holdColumn, startTime, separationTime * repeatCount);
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int noteCount = 1;
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if (ConversionDifficulty > 6.5)
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noteCount = GetRandomNoteCount(0.63, 0);
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else if (ConversionDifficulty > 4)
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noteCount = GetRandomNoteCount(AvailableColumns < 6 ? 0.12 : 0.45, 0);
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else if (ConversionDifficulty > 2.5)
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noteCount = GetRandomNoteCount(AvailableColumns < 6 ? 0 : 0.24, 0);
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noteCount = Math.Min(AvailableColumns - 1, noteCount);
|
||||
|
||||
bool ignoreHead = !sampleInfoListAt(startTime).Any(s => s.Name == SampleInfo.HIT_WHISTLE || s.Name == SampleInfo.HIT_FINISH || s.Name == SampleInfo.HIT_CLAP);
|
||||
int nextColumn = Random.Next(RandomStart, AvailableColumns);
|
||||
|
||||
var rowPattern = new Pattern();
|
||||
for (int i = 0; i <= repeatCount; i++)
|
||||
{
|
||||
if (!(ignoreHead && startTime == HitObject.StartTime))
|
||||
{
|
||||
for (int j = 0; j < noteCount; j++)
|
||||
{
|
||||
while (rowPattern.IsFilled(nextColumn) || nextColumn == holdColumn)
|
||||
nextColumn = Random.Next(RandomStart, AvailableColumns);
|
||||
AddToPattern(rowPattern, HitObject, nextColumn, startTime, startTime, noteCount + 1);
|
||||
}
|
||||
}
|
||||
|
||||
pattern.Add(rowPattern);
|
||||
rowPattern.Clear();
|
||||
|
||||
startTime += separationTime;
|
||||
}
|
||||
|
||||
return pattern;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retrieves the sample info list at a point in time.
|
||||
/// </summary>
|
||||
/// <param name="time">The time to retrieve the sample info list from.</param>
|
||||
/// <returns></returns>
|
||||
private SampleInfoList sampleInfoListAt(double time)
|
||||
{
|
||||
var curveData = HitObject as IHasCurve;
|
||||
|
||||
if (curveData == null)
|
||||
return HitObject.Samples;
|
||||
|
||||
double segmentTime = (curveData.EndTime - HitObject.StartTime) / repeatCount;
|
||||
|
||||
int index = (int)(segmentTime == 0 ? 0 : (time - HitObject.StartTime) / segmentTime);
|
||||
return curveData.RepeatSamples[index];
|
||||
}
|
||||
}
|
||||
}
|
@ -47,7 +47,6 @@
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Beatmaps\Patterns\Legacy\DistanceObjectPatternGenerator.cs" />
|
||||
<Compile Include="Beatmaps\Patterns\Legacy\PatternGenerator.cs" />
|
||||
<Compile Include="Beatmaps\Patterns\PatternGenerator.cs" />
|
||||
<Compile Include="Beatmaps\LegacyBeatmapConverter.cs" />
|
||||
|
Loading…
Reference in New Issue
Block a user