diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyHitObject.cs b/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyHitObject.cs index 81b304af13..e52f616371 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/TaikoDifficultyHitObject.cs @@ -2,7 +2,6 @@ // See the LICENCE file in the repository root for full licence text. using System; -using System.Collections.Generic; using System.Linq; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Objects; @@ -19,23 +18,35 @@ public class TaikoDifficultyHitObject : DifficultyHitObject public readonly int ObjectIndex; - public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate, int objectIndex, - IEnumerable commonRhythms) + public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, HitObject lastLastObject, double clockRate, int objectIndex) : base(hitObject, lastObject, clockRate) { var currentHit = hitObject as Hit; double prevLength = (lastObject.StartTime - lastLastObject.StartTime) / clockRate; - Rhythm = getClosestRhythm(DeltaTime / prevLength, commonRhythms); + Rhythm = getClosestRhythm(DeltaTime / prevLength); HitType = currentHit?.Type; ObjectIndex = objectIndex; } - private TaikoDifficultyHitObjectRhythm getClosestRhythm(double ratio, IEnumerable commonRhythms) + private static readonly TaikoDifficultyHitObjectRhythm[] common_rhythms = { - return commonRhythms.OrderBy(x => Math.Abs(x.Ratio - ratio)).First(); + new TaikoDifficultyHitObjectRhythm(1, 1, 0.0), + new TaikoDifficultyHitObjectRhythm(2, 1, 0.3), + new TaikoDifficultyHitObjectRhythm(1, 2, 0.5), + new TaikoDifficultyHitObjectRhythm(3, 1, 0.3), + new TaikoDifficultyHitObjectRhythm(1, 3, 0.35), + new TaikoDifficultyHitObjectRhythm(3, 2, 0.6), + new TaikoDifficultyHitObjectRhythm(2, 3, 0.4), + new TaikoDifficultyHitObjectRhythm(5, 4, 0.5), + new TaikoDifficultyHitObjectRhythm(4, 5, 0.7) + }; + + private TaikoDifficultyHitObjectRhythm getClosestRhythm(double ratio) + { + return common_rhythms.OrderBy(x => Math.Abs(x.Ratio - ratio)).First(); } } } diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs index d3ff0b95ee..961a2dfcda 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs @@ -24,19 +24,6 @@ public class TaikoDifficultyCalculator : DifficultyCalculator private const double colour_skill_multiplier = 0.01; private const double stamina_skill_multiplier = 0.02; - private readonly TaikoDifficultyHitObjectRhythm[] commonRhythms = - { - new TaikoDifficultyHitObjectRhythm(1, 1, 0.0), - new TaikoDifficultyHitObjectRhythm(2, 1, 0.3), - new TaikoDifficultyHitObjectRhythm(1, 2, 0.5), - new TaikoDifficultyHitObjectRhythm(3, 1, 0.3), - new TaikoDifficultyHitObjectRhythm(1, 3, 0.35), - new TaikoDifficultyHitObjectRhythm(3, 2, 0.6), - new TaikoDifficultyHitObjectRhythm(2, 3, 0.4), - new TaikoDifficultyHitObjectRhythm(5, 4, 0.5), - new TaikoDifficultyHitObjectRhythm(4, 5, 0.7) - }; - public TaikoDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap) : base(ruleset, beatmap) { @@ -135,7 +122,7 @@ protected override IEnumerable CreateDifficultyHitObjects(I { taikoDifficultyHitObjects.Add( new TaikoDifficultyHitObject( - beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, i, commonRhythms + beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, i ) ); }