Make currentEffectPoint non-nullable

This commit is contained in:
sw1tchbl4d3 2022-10-10 15:34:29 +02:00
parent d389808427
commit 5a4196fd51

View File

@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.Objects
for (int i = 0; i < timingPoints.Count; i++)
{
TimingControlPoint currentTimingPoint = timingPoints[i];
EffectControlPoint? currentEffectPoint = beatmap.ControlPointInfo.EffectPointAt(currentTimingPoint.Time);
EffectControlPoint currentEffectPoint = beatmap.ControlPointInfo.EffectPointAt(currentTimingPoint.Time);
int currentBeat = 0;
// Stop on the next timing point, or if there is no next timing point stop slightly past the last object
@ -47,7 +47,7 @@ namespace osu.Game.Rulesets.Objects
double startTime = currentTimingPoint.Time;
double barLength = currentTimingPoint.BeatLength * currentTimingPoint.TimeSignature.Numerator;
if (currentEffectPoint != null && currentEffectPoint.OmitFirstBarLine)
if (currentEffectPoint.OmitFirstBarLine)
{
startTime += barLength;
}