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Perhaps the '??' operator works in a different way than it was expected. Its priority is lower than priority of other operators in its left part.
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@ -44,7 +44,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
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continue;
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double endTime = (stackBaseObject as IHasEndTime)?.EndTime ?? stackBaseObject.StartTime;
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double stackThreshold = objectN.TimePreempt * beatmap.BeatmapInfo?.StackLeniency ?? 0.7f;
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double stackThreshold = objectN.TimePreempt * (beatmap.BeatmapInfo?.StackLeniency ?? 0.7f);
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if (objectN.StartTime - endTime > stackThreshold)
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//We are no longer within stacking range of the next object.
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@ -87,7 +87,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
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OsuHitObject objectI = beatmap.HitObjects[i];
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if (objectI.StackHeight != 0 || objectI is Spinner) continue;
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double stackThreshold = objectI.TimePreempt * beatmap.BeatmapInfo?.StackLeniency ?? 0.7f;
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double stackThreshold = objectI.TimePreempt * (beatmap.BeatmapInfo?.StackLeniency ?? 0.7f);
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/* If this object is a hitcircle, then we enter this "special" case.
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* It either ends with a stack of hitcircles only, or a stack of hitcircles that are underneath a slider.
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@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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private void loadBarLines()
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{
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TaikoHitObject lastObject = Beatmap.HitObjects[Beatmap.HitObjects.Count - 1];
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double lastHitTime = 1 + (lastObject as IHasEndTime)?.EndTime ?? lastObject.StartTime;
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double lastHitTime = 1 + ((lastObject as IHasEndTime)?.EndTime ?? lastObject.StartTime);
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var timingPoints = Beatmap.ControlPointInfo.TimingPoints.ToList();
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@ -69,7 +69,7 @@ namespace osu.Game.Rulesets.Replays
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//a button is in a pressed state
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IsImportant(currentDirection > 0 ? CurrentFrame : NextFrame) &&
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//the next frame is within an allowable time span
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Math.Abs(CurrentTime - NextFrame?.Time ?? 0) <= sixty_frame_time * 1.2;
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Math.Abs(CurrentTime - (NextFrame?.Time ?? 0)) <= sixty_frame_time * 1.2;
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protected virtual bool IsImportant(TFrame frame) => false;
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