diff --git a/osu.Game.Rulesets.Taiko/Mods/TaikoModClassic.cs b/osu.Game.Rulesets.Taiko/Mods/TaikoModClassic.cs index 704185cc3c..9f82d54e65 100644 --- a/osu.Game.Rulesets.Taiko/Mods/TaikoModClassic.cs +++ b/osu.Game.Rulesets.Taiko/Mods/TaikoModClassic.cs @@ -1,10 +1,9 @@ // Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. -#nullable disable - using System.Linq; using System.Collections.Generic; +using System.Diagnostics; using System.Threading; using osu.Game.Beatmaps; using osu.Game.Rulesets.Judgements; @@ -21,7 +20,7 @@ namespace osu.Game.Rulesets.Taiko.Mods { public class TaikoModClassic : ModClassic, IApplicableToDrawableRuleset, IUpdatableByPlayfield, IApplicableAfterBeatmapConversion { - private DrawableTaikoRuleset drawableTaikoRuleset; + private DrawableTaikoRuleset? drawableTaikoRuleset; public void ApplyToDrawableRuleset(DrawableRuleset drawableRuleset) { @@ -160,6 +159,8 @@ namespace osu.Game.Rulesets.Taiko.Mods // Classic taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened. const float scroll_rate = 10; + Debug.Assert(drawableTaikoRuleset != null); + // Since the time range will depend on a positional value, it is referenced to the x480 pixel space. float ratio = drawableTaikoRuleset.DrawHeight / 480;