Only set the number of availableColumns once, at ManiaRulesetContainer level.

# Conflicts:
#	osu.Game.Rulesets.Mania/Beatmaps/ManiaBeatmapConverter.cs
#	osu.Game.Rulesets.Mania/UI/ManiaRulesetContainer.cs
#	osu.Game/Rulesets/UI/RulesetContainer.cs
This commit is contained in:
smoogipooo
2017-08-22 13:01:51 +09:00
parent 964982e2e6
commit 4eec59f669
4 changed files with 35 additions and 22 deletions

View File

@ -28,12 +28,18 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
private Pattern lastPattern = new Pattern();
private FastRandom random;
private Beatmap beatmap;
private bool isForCurrentRuleset;
protected override Beatmap<ManiaHitObject> ConvertBeatmap(Beatmap original, bool isForCurrentRuleset)
private readonly int availableColumns;
private readonly bool isForCurrentRuleset;
public ManiaBeatmapConverter(bool isForCurrentRuleset, int availableColumns)
{
this.isForCurrentRuleset = isForCurrentRuleset;
this.availableColumns = availableColumns;
}
protected override Beatmap<ManiaHitObject> ConvertBeatmap(Beatmap original)
{
beatmap = original;
BeatmapDifficulty difficulty = original.BeatmapInfo.Difficulty;
@ -89,7 +95,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
/// <returns>The hit objects generated.</returns>
private IEnumerable<ManiaHitObject> generateSpecific(HitObject original)
{
var generator = new SpecificBeatmapPatternGenerator(random, original, beatmap, lastPattern);
var generator = new SpecificBeatmapPatternGenerator(random, original, beatmap, lastPattern) { AvailableColumns = availableColumns };
Pattern newPattern = generator.Generate();
lastPattern = newPattern;
@ -128,6 +134,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
if (conversion == null)
return null;
conversion.AvailableColumns = availableColumns;
Pattern newPattern = conversion.Generate();
lastPattern = newPattern;