diff --git a/osu.Game.Rulesets.Taiko/Replays/TaikoAutoGenerator.cs b/osu.Game.Rulesets.Taiko/Replays/TaikoAutoGenerator.cs index 4b234b56d4..48eb33976e 100644 --- a/osu.Game.Rulesets.Taiko/Replays/TaikoAutoGenerator.cs +++ b/osu.Game.Rulesets.Taiko/Replays/TaikoAutoGenerator.cs @@ -121,41 +121,13 @@ namespace osu.Game.Rulesets.Taiko.Replays var nextHitObject = GetNextObject(i); // Get the next object that requires pressing the same button bool canDelayKeyUp = nextHitObject == null || nextHitObject.StartTime > endTime + KEY_UP_DELAY; - double calculatedDelay = canDelayKeyUp ? KEY_UP_DELAY : (nextHitObject.StartTime - endTime) * 0.9; - Frames.Add(new TaikoReplayFrame(endTime + calculatedDelay)); - if (i < Beatmap.HitObjects.Count - 1) - { - double waitTime = Beatmap.HitObjects[i + 1].StartTime - 1000; - if (waitTime > endTime) - Frames.Add(new TaikoReplayFrame(waitTime)); - } - hitButton = !hitButton; } return Replay; } - - protected override HitObject GetNextObject(int currentIndex) - { - Type desiredType = Beatmap.HitObjects[currentIndex].GetType(); - - for (int i = currentIndex + 1; i < Beatmap.HitObjects.Count; i++) - { - var currentObj = Beatmap.HitObjects[i]; - - if (currentObj.GetType() == desiredType || - // Un-press all keys before a DrumRoll or Swell - currentObj is DrumRoll || currentObj is Swell) - { - return Beatmap.HitObjects[i]; - } - } - - return null; - } } }