diff --git a/osu.Game.Rulesets.Catch/Difficulty/CatchDifficultyCalculator.cs b/osu.Game.Rulesets.Catch/Difficulty/CatchDifficultyCalculator.cs index 3826e4cec4..da85840171 100644 --- a/osu.Game.Rulesets.Catch/Difficulty/CatchDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Catch/Difficulty/CatchDifficultyCalculator.cs @@ -50,7 +50,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty CatchHitObject lastObject = null; List objects = new List(); - int index = 0; // In 2B beatmaps, it is possible that a normal Fruit is placed in the middle of a JuiceStream. foreach (var hitObject in beatmap.HitObjects @@ -63,10 +62,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty continue; if (lastObject != null) - { - objects.Add(new CatchDifficultyHitObject(hitObject, lastObject, clockRate, halfCatcherWidth, objects, index)); - index++; - } + objects.Add(new CatchDifficultyHitObject(hitObject, lastObject, clockRate, halfCatcherWidth, objects)); lastObject = hitObject; } diff --git a/osu.Game.Rulesets.Catch/Difficulty/Preprocessing/CatchDifficultyHitObject.cs b/osu.Game.Rulesets.Catch/Difficulty/Preprocessing/CatchDifficultyHitObject.cs index 8c229cf6c5..60d6213525 100644 --- a/osu.Game.Rulesets.Catch/Difficulty/Preprocessing/CatchDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Catch/Difficulty/Preprocessing/CatchDifficultyHitObject.cs @@ -25,8 +25,8 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing /// public readonly double StrainTime; - public CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, float halfCatcherWidth, List objects, int position) - : base(hitObject, lastObject, clockRate, objects, position) + public CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, float halfCatcherWidth, List objects) + : base(hitObject, lastObject, clockRate, objects) { // We will scale everything by this factor, so we can assume a uniform CircleSize among beatmaps. float scalingFactor = normalized_hitobject_radius / halfCatcherWidth; diff --git a/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyCalculator.cs b/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyCalculator.cs index 7ce73c98d1..68c2acb2ed 100644 --- a/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyCalculator.cs @@ -65,7 +65,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty List objects = new List(); for (int i = 1; i < sortedObjects.Length; i++) - objects.Add(new ManiaDifficultyHitObject(sortedObjects[i], sortedObjects[i - 1], clockRate, objects, i - 1)); + objects.Add(new ManiaDifficultyHitObject(sortedObjects[i], sortedObjects[i - 1], clockRate, objects)); return objects; } diff --git a/osu.Game.Rulesets.Mania/Difficulty/Preprocessing/ManiaDifficultyHitObject.cs b/osu.Game.Rulesets.Mania/Difficulty/Preprocessing/ManiaDifficultyHitObject.cs index 5c9b3b9b54..68f14ed128 100644 --- a/osu.Game.Rulesets.Mania/Difficulty/Preprocessing/ManiaDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Mania/Difficulty/Preprocessing/ManiaDifficultyHitObject.cs @@ -12,8 +12,8 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Preprocessing { public new ManiaHitObject BaseObject => (ManiaHitObject)base.BaseObject; - public ManiaDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, List objects, int position) - : base(hitObject, lastObject, clockRate, objects, position) + public ManiaDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, List objects) + : base(hitObject, lastObject, clockRate, objects) { } } diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs index 3b21ab49c2..da9fb2bb08 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs @@ -92,7 +92,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty // The first jump is formed by the first two hitobjects of the map. // If the map has less than two OsuHitObjects, the enumerator will not return anything. for (int i = 1; i < beatmap.HitObjects.Count; i++) - objects.Add(new OsuDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], clockRate, objects, i - 1)); + objects.Add(new OsuDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], clockRate, objects)); return objects; } diff --git a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs index 591a6e4aa2..c0d5f56cb5 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs @@ -75,10 +75,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing private readonly OsuHitObject lastLastObject; private readonly OsuHitObject lastObject; - public OsuDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, List objects, int position) - : base(hitObject, lastObject, clockRate, objects, position) + public OsuDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, List objects) + : base(hitObject, lastObject, clockRate, objects) { - lastLastObject = position > 1 ? (OsuHitObject)Previous(1).BaseObject : null; + lastLastObject = Position > 1 ? (OsuHitObject)Previous(1).BaseObject : null; this.lastObject = (OsuHitObject)lastObject; // Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects. diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyHitObject.cs b/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyHitObject.cs index a4b7609328..6dbaab44cf 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyHitObject.cs @@ -39,9 +39,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing /// The gameplay preceding . /// The rate of the gameplay clock. Modified by speed-changing mods. /// The list of s in the current beatmap. - /// The position of this in the list. - public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate, List objects, int position) - : base(hitObject, lastObject, clockRate, objects, position) + public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate, List objects) + : base(hitObject, lastObject, clockRate, objects) { var currentHit = hitObject as Hit; diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs index 54cf0ae4fd..d6792f7227 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs @@ -52,7 +52,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty { taikoDifficultyHitObjects.Add( new TaikoDifficultyHitObject( - beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, taikoDifficultyHitObjects, i - 2 + beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, taikoDifficultyHitObjects ) ); } diff --git a/osu.Game/Rulesets/Difficulty/Preprocessing/DifficultyHitObject.cs b/osu.Game/Rulesets/Difficulty/Preprocessing/DifficultyHitObject.cs index e082e077cf..2891434e01 100644 --- a/osu.Game/Rulesets/Difficulty/Preprocessing/DifficultyHitObject.cs +++ b/osu.Game/Rulesets/Difficulty/Preprocessing/DifficultyHitObject.cs @@ -50,11 +50,10 @@ namespace osu.Game.Rulesets.Difficulty.Preprocessing /// The last which occurs before in the beatmap. /// The rate at which the gameplay clock is run at. /// The list of s in the current beatmap. - /// The position of this in the list. - public DifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, List objects, int position) + public DifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, List objects) { difficultyHitObjects = objects; - Position = position; + Position = objects.Count; BaseObject = hitObject; LastObject = lastObject; DeltaTime = (hitObject.StartTime - lastObject.StartTime) / clockRate;