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Fix potential endless taiko beatmap conversion

This commit is contained in:
smoogipoo 2020-09-17 16:30:34 +09:00
parent dd7c3dbc5b
commit 81f0a06fc4

View File

@ -8,6 +8,7 @@ using osu.Game.Rulesets.Taiko.Objects;
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Utils;
using osu.Game.Audio;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Beatmaps.Formats;
@ -87,6 +88,9 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
{
List<IList<HitSampleInfo>> allSamples = obj is IHasPathWithRepeats curveData ? curveData.NodeSamples : new List<IList<HitSampleInfo>>(new[] { samples });
if (Precision.AlmostEquals(0, tickSpacing))
yield break;
int i = 0;
for (double j = obj.StartTime; j <= obj.StartTime + taikoDuration + tickSpacing / 8; j += tickSpacing)