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Fix compile errors.

This commit is contained in:
smoogipooo 2017-05-23 14:08:15 +09:00
parent 3cdfd2eef5
commit ea4a285329

View File

@ -6,6 +6,7 @@ using System.Linq;
using OpenTK; using OpenTK;
using osu.Game.Audio; using osu.Game.Audio;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Beatmaps.Timing; using osu.Game.Beatmaps.Timing;
using osu.Game.Rulesets.Mania.MathUtils; using osu.Game.Rulesets.Mania.MathUtils;
using osu.Game.Rulesets.Mania.Objects; using osu.Game.Rulesets.Mania.Objects;
@ -25,17 +26,14 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
{ {
StairType = lastStair; StairType = lastStair;
ControlPoint overridePoint; TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(hitObject.StartTime);
ControlPoint controlPoint = beatmap.TimingInfo.TimingPointAt(hitObject.StartTime, out overridePoint); EffectControlPoint effectPoint = beatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime);
var positionData = hitObject as IHasPosition; var positionData = hitObject as IHasPosition;
float positionSeparation = ((positionData?.Position ?? Vector2.Zero) - previousPosition).Length; float positionSeparation = ((positionData?.Position ?? Vector2.Zero) - previousPosition).Length;
double timeSeparation = hitObject.StartTime - previousTime; double timeSeparation = hitObject.StartTime - previousTime;
double beatLength = controlPoint.BeatLength;
bool kiai = (overridePoint ?? controlPoint).KiaiMode;
if (timeSeparation <= 125) if (timeSeparation <= 125)
{ {
// More than 120 BPM // More than 120 BPM
@ -72,12 +70,12 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
// More than 100 BPM stream // More than 100 BPM stream
convertType |= PatternType.ForceStack | PatternType.LowProbability; convertType |= PatternType.ForceStack | PatternType.LowProbability;
} }
else if (positionSeparation < 20 && density >= beatLength / 2.5) else if (positionSeparation < 20 && density >= timingPoint.BeatLength / 2.5)
{ {
// Low density stream // Low density stream
convertType |= PatternType.Reverse | PatternType.LowProbability; convertType |= PatternType.Reverse | PatternType.LowProbability;
} }
else if (density < beatLength / 2.5 || kiai) else if (density < timingPoint.BeatLength / 2.5 || effectPoint.KiaiMode)
{ {
// High density // High density
} }