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osu-lazer/osu.Game.Rulesets.Catch/Edit/CatchBeatmapVerifier.cs
T
Hivie 107e875a02 Adjust CheckFewHitsounds verify check based on feedback (#37466)
commit 1 makes sure breaks are skipped in calculation to avoid false
positives ([reported
internally](https://discord.com/channels/90072389919997952/1259818301517725707/1491051558081925170))

commit 2 makes the check only available in osu! and osu!catch as it's
not relevant in:
- osu!taiko, as it usually only triggers on valid mono-mapping (section
with all dons for example).
- osu!mania, given hitsounding is optional there.
- ([brief internal
discussion](https://discord.com/channels/90072389919997952/1259818301517725707/1496265253061660793))
2026-05-11 09:03:31 +02:00

37 lines
1.0 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Catch.Edit.Checks;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Edit.Checks;
using osu.Game.Rulesets.Edit.Checks.Components;
namespace osu.Game.Rulesets.Catch.Edit
{
public class CatchBeatmapVerifier : IBeatmapVerifier
{
private readonly List<ICheck> checks = new List<ICheck>
{
// Audio
new CheckCatchFewHitsounds(),
// Compose
new CheckBananaShowerGap(),
new CheckConcurrentObjects(),
// Spread
new CheckCatchLowestDiffDrainTime(),
// Settings
new CheckCatchAbnormalDifficultySettings(),
};
public IEnumerable<Issue> Run(BeatmapVerifierContext context)
{
return checks.SelectMany(check => check.Run(context));
}
}
}