diff --git a/osu.Game.Rulesets.Mania/Beatmaps/LegacyBeatmapConverter.cs b/osu.Game.Rulesets.Mania/Beatmaps/LegacyBeatmapConverter.cs
index 17552c05ef..de826063b0 100644
--- a/osu.Game.Rulesets.Mania/Beatmaps/LegacyBeatmapConverter.cs
+++ b/osu.Game.Rulesets.Mania/Beatmaps/LegacyBeatmapConverter.cs
@@ -77,7 +77,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
// Following lines currently commented out to appease resharper
- //PatternGenerator conversion = null;
+ Patterns.PatternGenerator conversion = null;
if (distanceData != null)
{
@@ -93,13 +93,13 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
// Circle
}
- //if (conversion == null)
+ if (conversion == null)
return null;
- //Pattern newPattern = conversion.Generate();
- //lastPattern = newPattern;
+ Pattern newPattern = conversion.Generate();
+ lastPattern = newPattern;
- //return newPattern.HitObjects;
+ return newPattern.HitObjects;
}
///
diff --git a/osu.Game.Rulesets.Mania/Beatmaps/Patterns/Legacy/DistanceObjectPatternGenerator.cs b/osu.Game.Rulesets.Mania/Beatmaps/Patterns/Legacy/DistanceObjectPatternGenerator.cs
index 238e25f0c4..04e2b30816 100644
--- a/osu.Game.Rulesets.Mania/Beatmaps/Patterns/Legacy/DistanceObjectPatternGenerator.cs
+++ b/osu.Game.Rulesets.Mania/Beatmaps/Patterns/Legacy/DistanceObjectPatternGenerator.cs
@@ -48,7 +48,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
double speedAdjustedBeatLength = beatmap.TimingInfo.BeatLengthAt(hitObject.StartTime) * speedAdjustment;
// The true distance, accounting for any repeats. This ends up being the drum roll distance later
- double distance = distanceData.Distance * repeatCount;
+ double distance = (distanceData?.Distance ?? 0) * repeatCount;
// The velocity of the osu! hit object - calculated as the velocity of a slider
double osuVelocity = osu_base_scoring_distance * beatmap.BeatmapInfo.Difficulty.SliderMultiplier / speedAdjustedBeatLength;
@@ -144,7 +144,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
{
while (pattern.IsFilled(nextColumn) || PreviousPattern.IsFilled(nextColumn)) //find available column
nextColumn = Random.Next(RandomStart, AvailableColumns);
- addToPattern(pattern, HitObject, nextColumn, startTime, endTime, noteCount);
+ addToPattern(pattern, nextColumn, startTime, endTime, noteCount);
}
// This is can't be combined with the above loop due to RNG
@@ -152,7 +152,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
{
while (pattern.IsFilled(nextColumn))
nextColumn = Random.Next(RandomStart, AvailableColumns);
- addToPattern(pattern, HitObject, nextColumn, startTime, endTime, noteCount);
+ addToPattern(pattern, nextColumn, startTime, endTime, noteCount);
}
return pattern;
@@ -184,7 +184,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
int lastColumn = nextColumn;
for (int i = 0; i < noteCount; i++)
{
- addToPattern(pattern, HitObject, nextColumn, startTime, startTime);
+ addToPattern(pattern, nextColumn, startTime, startTime);
while (nextColumn == lastColumn)
nextColumn = Random.Next(RandomStart, AvailableColumns);
@@ -218,7 +218,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
for (int i = 0; i <= repeatCount; i++)
{
- addToPattern(pattern, HitObject, column, startTime, startTime);
+ addToPattern(pattern, column, startTime, startTime);
startTime += segmentDuration;
// Check if we're at the borders of the stage, and invert the pattern if so
@@ -268,7 +268,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
for (int i = 0; i <= repeatCount; i++)
{
- addToPattern(pattern, HitObject, nextColumn, startTime, startTime, 2);
+ addToPattern(pattern, nextColumn, startTime, startTime, 2);
nextColumn += interval;
if (nextColumn >= AvailableColumns - RandomStart)
@@ -277,7 +277,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
// If we're in 2K, let's not add many consecutive doubles
if (AvailableColumns > 2)
- addToPattern(pattern, HitObject, nextColumn, startTime, startTime, 2);
+ addToPattern(pattern, nextColumn, startTime, startTime, 2);
nextColumn = Random.Next(RandomStart, AvailableColumns);
startTime += segmentDuration;
@@ -368,7 +368,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
while (pattern.IsFilled(nextColumn))
nextColumn = Random.Next(RandomStart, AvailableColumns);
- addToPattern(pattern, HitObject, nextColumn, startTime, endTime, repeatCount);
+ addToPattern(pattern, nextColumn, startTime, endTime, repeatCount);
startTime += segmentDuration;
}
@@ -398,7 +398,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
}
// Create the hold note
- addToPattern(pattern, HitObject, holdColumn, startTime, endTime);
+ addToPattern(pattern, holdColumn, startTime, endTime);
int noteCount = 1;
if (ConversionDifficulty > 6.5)
@@ -421,7 +421,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
{
while (rowPattern.IsFilled(nextColumn) || nextColumn == holdColumn)
nextColumn = Random.Next(RandomStart, AvailableColumns);
- addToPattern(rowPattern, HitObject, nextColumn, startTime, startTime, noteCount + 1);
+ addToPattern(rowPattern, nextColumn, startTime, startTime, noteCount + 1);
}
}
@@ -457,12 +457,11 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
/// Constructs and adds a note to a pattern.
///
/// The pattern to add to.
- /// The original hit object (used for samples).
/// The column to add the note to.
/// The start time of the note.
/// The end time of the note (set to for a non-hold note).
/// The number of children alongside this note (these will not be generated, but are used for volume calculations).
- private void addToPattern(Pattern pattern, HitObject originalObject, int column, double startTime, double endTime, int siblings = 1)
+ private void addToPattern(Pattern pattern, int column, double startTime, double endTime, int siblings = 1)
{
ManiaHitObject newObject;