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https://github.com/ppy/osu.git
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107e875a02
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))
37 lines
1.0 KiB
C#
37 lines
1.0 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Rulesets.Catch.Edit.Checks;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Checks;
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using osu.Game.Rulesets.Edit.Checks.Components;
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namespace osu.Game.Rulesets.Catch.Edit
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{
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public class CatchBeatmapVerifier : IBeatmapVerifier
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{
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private readonly List<ICheck> checks = new List<ICheck>
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{
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// Audio
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new CheckCatchFewHitsounds(),
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// Compose
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new CheckBananaShowerGap(),
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new CheckConcurrentObjects(),
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// Spread
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new CheckCatchLowestDiffDrainTime(),
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// Settings
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new CheckCatchAbnormalDifficultySettings(),
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};
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public IEnumerable<Issue> Run(BeatmapVerifierContext context)
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{
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return checks.SelectMany(check => check.Run(context));
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}
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}
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}
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