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Fix all remaining db structure issues
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@ -88,18 +88,18 @@ namespace osu.Game.Rulesets.Mania.UI
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protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter()
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{
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if (IsForCurrentRuleset)
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AvailableColumns = (int)Math.Max(1, Math.Round(WorkingBeatmap.BeatmapInfo.Difficulty.CircleSize));
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AvailableColumns = (int)Math.Max(1, Math.Round(WorkingBeatmap.BeatmapInfo.BaseDifficulty.CircleSize));
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else
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{
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float percentSliderOrSpinner = (float)WorkingBeatmap.Beatmap.HitObjects.Count(h => h is IHasEndTime) / WorkingBeatmap.Beatmap.HitObjects.Count;
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if (percentSliderOrSpinner < 0.2)
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AvailableColumns = 7;
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else if (percentSliderOrSpinner < 0.3 || Math.Round(WorkingBeatmap.BeatmapInfo.Difficulty.CircleSize) >= 5)
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AvailableColumns = Math.Round(WorkingBeatmap.BeatmapInfo.Difficulty.OverallDifficulty) > 5 ? 7 : 6;
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else if (percentSliderOrSpinner < 0.3 || Math.Round(WorkingBeatmap.BeatmapInfo.BaseDifficulty.CircleSize) >= 5)
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AvailableColumns = Math.Round(WorkingBeatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty) > 5 ? 7 : 6;
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else if (percentSliderOrSpinner > 0.6)
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AvailableColumns = Math.Round(WorkingBeatmap.BeatmapInfo.Difficulty.OverallDifficulty) > 4 ? 5 : 4;
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AvailableColumns = Math.Round(WorkingBeatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty) > 4 ? 5 : 4;
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else
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AvailableColumns = Math.Max(4, Math.Min((int)Math.Round(WorkingBeatmap.BeatmapInfo.Difficulty.OverallDifficulty) + 1, 7));
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AvailableColumns = Math.Max(4, Math.Min((int)Math.Round(WorkingBeatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty) + 1, 7));
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}
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return new ManiaBeatmapConverter(IsForCurrentRuleset, AvailableColumns);
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