diff --git a/osu.Game.Rulesets.Mania/Replays/ManiaAutoGenerator.cs b/osu.Game.Rulesets.Mania/Replays/ManiaAutoGenerator.cs index b9dd32208e..fd0a876775 100644 --- a/osu.Game.Rulesets.Mania/Replays/ManiaAutoGenerator.cs +++ b/osu.Game.Rulesets.Mania/Replays/ManiaAutoGenerator.cs @@ -81,14 +81,14 @@ namespace osu.Game.Rulesets.Mania.Replays for (int i = 0; i < Beatmap.HitObjects.Count; i++) { var currentObject = Beatmap.HitObjects[i]; - var nextObjectInTheSameColumn = GetNextObject(i); + var nextObjectInColumn = GetNextObject(i); // Get the next object that requires pressing the same button double endTime = (currentObject as IHasEndTime)?.EndTime ?? currentObject.StartTime; - bool canDelayKeyUp = nextObjectInTheSameColumn == null || - nextObjectInTheSameColumn.StartTime > endTime + RELEASE_DELAY; + bool canDelayKeyUp = nextObjectInColumn == null || + nextObjectInColumn.StartTime > endTime + RELEASE_DELAY; - double calculatedDelay = canDelayKeyUp ? RELEASE_DELAY : (nextObjectInTheSameColumn.StartTime - endTime) * 0.9; + double calculatedDelay = canDelayKeyUp ? RELEASE_DELAY : (nextObjectInColumn.StartTime - endTime) * 0.9; yield return new HitPoint { Time = currentObject.StartTime, Column = currentObject.Column }; diff --git a/osu.Game.Rulesets.Taiko/Replays/TaikoAutoGenerator.cs b/osu.Game.Rulesets.Taiko/Replays/TaikoAutoGenerator.cs index 4d6730c0e6..6720d8b8bf 100644 --- a/osu.Game.Rulesets.Taiko/Replays/TaikoAutoGenerator.cs +++ b/osu.Game.Rulesets.Taiko/Replays/TaikoAutoGenerator.cs @@ -114,7 +114,7 @@ namespace osu.Game.Rulesets.Taiko.Replays else throw new InvalidOperationException("Unknown hit object type."); - var nextHitObject = GetNextObject(i); + var nextHitObject = GetNextObject(i); // Get the next object that requires pressing the same button bool canDelayKeyUp = nextHitObject == null || nextHitObject.StartTime > endTime + KEY_UP_DELAY; @@ -142,7 +142,7 @@ namespace osu.Game.Rulesets.Taiko.Replays for (; currentIndex < Beatmap.HitObjects.Count; currentIndex++) { var currentObj = Beatmap.HitObjects[currentIndex]; - if (currentObj.GetType().Equals(desiredType) || + if (currentObj.GetType() == desiredType || currentObj is DrumRoll || currentObj is Swell) // Unpress all keys before DrumRoll or Swell return Beatmap.HitObjects[currentIndex]; }