mirror of https://github.com/ppy/osu
Remove TaikoDifficultyPreprocessor
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21d2998032
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@ -18,9 +18,8 @@ public static class TaikoColourDifficultyPreprocessor
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/// assigning the appropriate <see cref="TaikoDifficultyHitObjectColour"/>s to each <see cref="TaikoDifficultyHitObject"/>,
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/// and pre-evaluating colour difficulty of each <see cref="TaikoDifficultyHitObject"/>.
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/// </summary>
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public static List<TaikoDifficultyHitObjectColour> ProcessAndAssign(List<DifficultyHitObject> hitObjects)
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public static void ProcessAndAssign(List<DifficultyHitObject> hitObjects)
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{
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List<TaikoDifficultyHitObjectColour> colours = new List<TaikoDifficultyHitObjectColour>();
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List<CoupledColourEncoding> encodings = encode(hitObjects);
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// Assign indexing and encoding data to all relevant objects. Only the first note of each encoding type is
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@ -48,8 +47,6 @@ public static List<TaikoDifficultyHitObjectColour> ProcessAndAssign(List<Difficu
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}
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}
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}
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return colours;
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}
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/// <summary>
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@ -1,21 +0,0 @@
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// 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 osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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{
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public static class TaikoDifficultyPreprocessor
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{
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/// <summary>
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/// Does preprocessing on a list of <see cref="TaikoDifficultyHitObject"/>s.
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/// </summary>
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public static List<DifficultyHitObject> Process(List<DifficultyHitObject> difficultyHitObjects)
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{
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TaikoColourDifficultyPreprocessor.ProcessAndAssign(difficultyHitObjects);
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return difficultyHitObjects;
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}
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}
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}
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@ -13,6 +13,7 @@
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
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using osu.Game.Rulesets.Taiko.Difficulty.Skills;
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using osu.Game.Rulesets.Taiko.Mods;
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using osu.Game.Rulesets.Taiko.Objects;
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@ -63,7 +64,9 @@ protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(I
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);
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}
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return TaikoDifficultyPreprocessor.Process(difficultyHitObjects);
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TaikoColourDifficultyPreprocessor.ProcessAndAssign(difficultyHitObjects);
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return difficultyHitObjects;
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}
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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