diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyPreprocessor.cs b/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyPreprocessor.cs
index fa8e6a8a26..bd703b7263 100644
--- a/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyPreprocessor.cs
+++ b/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyPreprocessor.cs
@@ -3,7 +3,6 @@
using System.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
-using osu.Game.Beatmaps;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
@@ -11,31 +10,12 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
public class TaikoDifficultyPreprocessor
{
///
- /// Creates a list of s from a s.
- /// This is placed here in a separate class to avoid having to know
- /// too much implementation details of the preprocessing, and avoid
- /// having circular dependencies with various preprocessing and evaluator classes.
+ /// Does preprocessing on a list of s.
+ /// TODO: Review this - this is currently only a one-step process, but will potentially be expanded in the future.
///
- /// The beatmap from which the list of is created.
- /// The rate at which the gameplay clock is run at.
- public static List CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
+ public static List Process(List difficultyHitObjects)
{
- List difficultyHitObjects = new List();
- List centreObjects = new List();
- List rimObjects = new List();
- List noteObjects = new List();
-
- for (int i = 2; i < beatmap.HitObjects.Count; i++)
- {
- difficultyHitObjects.Add(
- new TaikoDifficultyHitObject(
- beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, difficultyHitObjects,
- centreObjects, rimObjects, noteObjects, difficultyHitObjects.Count)
- );
- }
-
TaikoColourDifficultyPreprocessor.ProcessAndAssign(difficultyHitObjects);
-
return difficultyHitObjects;
}
}
diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs
index 3a230f7b91..716a016b12 100644
--- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs
+++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs
@@ -47,7 +47,21 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
protected override IEnumerable CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{
- return TaikoDifficultyPreprocessor.CreateDifficultyHitObjects(beatmap, clockRate);
+ List difficultyHitObjects = new List();
+ List centreObjects = new List();
+ List rimObjects = new List();
+ List noteObjects = new List();
+
+ for (int i = 2; i < beatmap.HitObjects.Count; i++)
+ {
+ difficultyHitObjects.Add(
+ new TaikoDifficultyHitObject(
+ beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, difficultyHitObjects,
+ centreObjects, rimObjects, noteObjects, difficultyHitObjects.Count)
+ );
+ }
+
+ return TaikoDifficultyPreprocessor.Process(difficultyHitObjects);
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)