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Fix slider nodes using the wrong samples
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@ -169,6 +169,9 @@ namespace osu.Game.Rulesets.Objects.Legacy
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nodeSamples.Add(convertSoundType(nodeSoundTypes[i], nodeBankInfos[i]));
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result = CreateSlider(pos, combo, comboOffset, points, length, curveType, repeatCount, nodeSamples);
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// The samples are played when the slider ends, which is the last node
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result.Samples = nodeSamples[nodeSamples.Count - 1];
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}
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else if (type.HasFlag(ConvertHitObjectType.Spinner))
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{
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@ -200,7 +203,9 @@ namespace osu.Game.Rulesets.Objects.Legacy
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}
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result.StartTime = Convert.ToDouble(split[2], CultureInfo.InvariantCulture) + Offset;
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result.Samples = convertSoundType(soundType, bankInfo);
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if (result.Samples.Count == 0)
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result.Samples = convertSoundType(soundType, bankInfo);
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FirstObject = false;
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@ -260,9 +265,9 @@ namespace osu.Game.Rulesets.Objects.Legacy
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/// <param name="length">The slider length.</param>
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/// <param name="curveType">The slider curve type.</param>
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/// <param name="repeatCount">The slider repeat count.</param>
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/// <param name="repeatSamples">The samples to be played when the repeat nodes are hit. This includes the head and tail of the slider.</param>
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/// <param name="nodeSamples">The samples to be played when the slider nodes are hit. This includes the head and tail of the slider.</param>
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/// <returns>The hit object.</returns>
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protected abstract HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples);
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protected abstract HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> nodeSamples);
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/// <summary>
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/// Creates a legacy Spinner-type hit object.
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