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Merge remote-tracking branch 'origin/master' into fix-new-inspections
# Conflicts: # osu.Game.Rulesets.Catch/Judgements/CatchDropletJudgement.cs # osu.Game.Rulesets.Catch/Judgements/CatchJudgement.cs # osu.Game.Rulesets.Mania/Scoring/ManiaScoreProcessor.cs # osu.Game.Rulesets.Osu/Replays/OsuAutoGenerator.cs # osu.Game.Rulesets.Osu/UI/Cursor/CursorTrail.cs # osu.Game.Tests/Visual/SongSelect/TestCaseBeatmapScoresContainer.cs # osu.Game/Graphics/OsuFont.cs # osu.Game/Online/API/Requests/Responses/APILegacyScoreInfo.cs # osu.Game/Overlays/Profile/Header/BadgeContainer.cs # osu.Game/Overlays/Profile/ProfileHeader.cs # osu.Game/Screens/Select/PlaySongSelect.cs # osu.Game/Skinning/LegacySkinDecoder.cs
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@ -39,8 +39,7 @@ namespace osu.Game.Rulesets.Difficulty
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{
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mods = mods.Select(m => m.CreateCopy()).ToArray();
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beatmap.Mods.Value = mods;
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IBeatmap playableBeatmap = beatmap.GetPlayableBeatmap(ruleset.RulesetInfo);
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IBeatmap playableBeatmap = beatmap.GetPlayableBeatmap(ruleset.RulesetInfo, mods);
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var clock = new StopwatchClock();
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mods.OfType<IApplicableToClock>().ForEach(m => m.ApplyToClock(clock));
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@ -106,7 +105,7 @@ namespace osu.Game.Rulesets.Difficulty
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/// </summary>
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public Mod[] CreateDifficultyAdjustmentModCombinations()
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{
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return createDifficultyAdjustmentModCombinations(Enumerable.Empty<Mod>(), DifficultyAdjustmentMods).ToArray();
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return createDifficultyAdjustmentModCombinations(Array.Empty<Mod>(), DifficultyAdjustmentMods).ToArray();
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IEnumerable<Mod> createDifficultyAdjustmentModCombinations(IEnumerable<Mod> currentSet, Mod[] adjustmentSet, int currentSetCount = 0, int adjustmentSetStart = 0)
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{
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@ -168,7 +167,7 @@ namespace osu.Game.Rulesets.Difficulty
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/// <summary>
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/// Creates the <see cref="Skill"/>s to calculate the difficulty of an <see cref="IBeatmap"/>.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> whose difficulty will be calculated.</param
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/// <param name="beatmap">The <see cref="IBeatmap"/> whose difficulty will be calculated.</param>
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/// <returns>The <see cref="Skill"/>s.</returns>
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protected abstract Skill[] CreateSkills(IBeatmap beatmap);
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}
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