Fix taiko rim markers incorrectly playing as whistle samples

This commit is contained in:
Dean Herbert 2020-05-19 00:17:13 +09:00
parent 87e501d4ba
commit 013683c23b
1 changed files with 6 additions and 1 deletions

View File

@ -52,7 +52,12 @@ protected override SkinnableDrawable CreateMainPiece() => HitObject.Type == HitT
protected override IEnumerable<HitSampleInfo> GetSamples() protected override IEnumerable<HitSampleInfo> GetSamples()
{ {
// normal and claps are always handled by the drum (see DrumSampleMapping). // normal and claps are always handled by the drum (see DrumSampleMapping).
var samples = HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP); // in addition, whistles are excluded as they are an alternative rim marker.
var samples = HitObject.Samples.Where(s =>
s.Name != HitSampleInfo.HIT_NORMAL
&& s.Name != HitSampleInfo.HIT_CLAP
&& s.Name != HitSampleInfo.HIT_WHISTLE);
if (HitObject.Type == HitType.Rim && HitObject.IsStrong) if (HitObject.Type == HitType.Rim && HitObject.IsStrong)
{ {