From ea4a28532960466c4e8e3c05c80df002275f0ec5 Mon Sep 17 00:00:00 2001 From: smoogipooo Date: Tue, 23 May 2017 14:08:15 +0900 Subject: [PATCH] Fix compile errors. --- .../Patterns/Legacy/HitObjectPatternGenerator.cs | 12 +++++------- 1 file changed, 5 insertions(+), 7 deletions(-) diff --git a/osu.Game.Rulesets.Mania/Beatmaps/Patterns/Legacy/HitObjectPatternGenerator.cs b/osu.Game.Rulesets.Mania/Beatmaps/Patterns/Legacy/HitObjectPatternGenerator.cs index d044ee8893..4547c3d4a3 100644 --- a/osu.Game.Rulesets.Mania/Beatmaps/Patterns/Legacy/HitObjectPatternGenerator.cs +++ b/osu.Game.Rulesets.Mania/Beatmaps/Patterns/Legacy/HitObjectPatternGenerator.cs @@ -6,6 +6,7 @@ using System.Linq; using OpenTK; using osu.Game.Audio; using osu.Game.Beatmaps; +using osu.Game.Beatmaps.ControlPoints; using osu.Game.Beatmaps.Timing; using osu.Game.Rulesets.Mania.MathUtils; using osu.Game.Rulesets.Mania.Objects; @@ -25,17 +26,14 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy { StairType = lastStair; - ControlPoint overridePoint; - ControlPoint controlPoint = beatmap.TimingInfo.TimingPointAt(hitObject.StartTime, out overridePoint); + TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(hitObject.StartTime); + EffectControlPoint effectPoint = beatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime); var positionData = hitObject as IHasPosition; float positionSeparation = ((positionData?.Position ?? Vector2.Zero) - previousPosition).Length; double timeSeparation = hitObject.StartTime - previousTime; - double beatLength = controlPoint.BeatLength; - bool kiai = (overridePoint ?? controlPoint).KiaiMode; - if (timeSeparation <= 125) { // More than 120 BPM @@ -72,12 +70,12 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy // More than 100 BPM stream convertType |= PatternType.ForceStack | PatternType.LowProbability; } - else if (positionSeparation < 20 && density >= beatLength / 2.5) + else if (positionSeparation < 20 && density >= timingPoint.BeatLength / 2.5) { // Low density stream convertType |= PatternType.Reverse | PatternType.LowProbability; } - else if (density < beatLength / 2.5 || kiai) + else if (density < timingPoint.BeatLength / 2.5 || effectPoint.KiaiMode) { // High density }