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Instantiate a new path rather than setting properties on it
# Conflicts: # osu.Game.Rulesets.Catch/Beatmaps/CatchBeatmapConverter.cs # osu.Game.Rulesets.Catch/Objects/JuiceStream.cs # osu.Game.Rulesets.Osu/Beatmaps/OsuBeatmapConverter.cs # osu.Game/Rulesets/Objects/Legacy/Catch/ConvertHitObjectParser.cs # osu.Game/Rulesets/Objects/Legacy/Mania/ConvertHitObjectParser.cs # osu.Game/Rulesets/Objects/Legacy/Osu/ConvertHitObjectParser.cs # osu.Game/Rulesets/Objects/Legacy/Taiko/ConvertHitObjectParser.cs # osu.Game/Rulesets/Objects/SliderPath.cs
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@ -3,7 +3,6 @@
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using osu.Game.Rulesets.Objects.Types;
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using System.Collections.Generic;
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using OpenTK;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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@ -20,11 +19,9 @@ namespace osu.Game.Rulesets.Objects.Legacy
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/// <summary>
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/// <see cref="ConvertSlider"/>s don't need a curve since they're converted to ruleset-specific hitobjects.
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/// </summary>
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public SliderPath Path { get; } = null;
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public Vector2[] ControlPoints { get; set; }
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public PathType PathType { get; set; }
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public SliderPath Path { get; set; }
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public double Distance { get; set; }
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public double Distance => Path.GetDistance();
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public List<List<SampleInfo>> NodeSamples { get; set; }
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public int RepeatCount { get; set; }
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