From 8facf473d15ce5555af24b12b23c71ed475d6b3f Mon Sep 17 00:00:00 2001 From: smoogipooo Date: Thu, 20 Apr 2017 13:05:57 +0900 Subject: [PATCH] Fix drum rolls not being correctly converted to hitcircles. --- osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs b/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs index 0b487bfc19..cf7b9ce710 100644 --- a/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs +++ b/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs @@ -98,11 +98,11 @@ protected override IEnumerable ConvertHitObject(HitObject obj, B double osuDuration = distance / osuVelocity; // If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat - double tickSpacing = Math.Min(speedAdjustedBeatLength / beatmap.BeatmapInfo.Difficulty.SliderTickRate, taikoDuration / repeats) / 8; + double tickSpacing = Math.Min(speedAdjustedBeatLength / beatmap.BeatmapInfo.Difficulty.SliderTickRate, taikoDuration / repeats); if (tickSpacing > 0 && osuDuration < 2 * speedAdjustedBeatLength) { - for (double j = obj.StartTime; j <= distanceData.EndTime + tickSpacing; j += tickSpacing) + for (double j = obj.StartTime; j <= obj.StartTime + taikoDuration + tickSpacing / 8; j += tickSpacing) { // Todo: This should generate different type of hits (including strongs) // depending on hitobject sound additions (not implemented fully yet)