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Calculate unstable rate using rate-adjusted offsets
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@ -54,6 +54,11 @@ namespace osu.Game.Rulesets.Judgements
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/// </remarks>
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public double TimeAbsolute => RawTime != null ? Math.Min(RawTime.Value, HitObject.GetEndTime() + HitObject.MaximumJudgementOffset) : HitObject.GetEndTime();
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/// <summary>
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/// The gameplay rate at the time this <see cref="JudgementResult"/> occurred.
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/// </summary>
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public double GameplayRate { get; internal set; }
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/// <summary>
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/// The combo prior to this <see cref="JudgementResult"/> occurring.
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/// </summary>
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@ -704,6 +704,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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}
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Result.RawTime = Time.Current;
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Result.GameplayRate = Clock.Rate;
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if (Result.HasResult)
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updateState(Result.IsHit ? ArmedState.Hit : ArmedState.Miss);
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@ -19,6 +19,11 @@ namespace osu.Game.Rulesets.Scoring
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/// </summary>
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public readonly double TimeOffset;
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/// <summary>
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/// The true gameplay rate at the time of the event.
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/// </summary>
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public readonly double GameplayRate;
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/// <summary>
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/// The hit result.
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/// </summary>
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@ -46,12 +51,14 @@ namespace osu.Game.Rulesets.Scoring
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/// </summary>
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/// <param name="timeOffset">The time offset from the end of <paramref name="hitObject"/> at which the event occurs.</param>
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/// <param name="result">The <see cref="HitResult"/>.</param>
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/// <param name="gameplayRate">The true gameplay rate at the time of the event.</param>
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/// <param name="hitObject">The <see cref="HitObject"/> that triggered the event.</param>
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/// <param name="lastHitObject">The previous <see cref="HitObject"/>.</param>
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/// <param name="position">A position corresponding to the event.</param>
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public HitEvent(double timeOffset, HitResult result, HitObject hitObject, [CanBeNull] HitObject lastHitObject, [CanBeNull] Vector2? position)
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public HitEvent(double timeOffset, double gameplayRate, HitResult result, HitObject hitObject, [CanBeNull] HitObject lastHitObject, [CanBeNull] Vector2? position)
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{
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TimeOffset = timeOffset;
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GameplayRate = gameplayRate;
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Result = result;
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HitObject = hitObject;
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LastHitObject = lastHitObject;
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@ -63,6 +70,6 @@ namespace osu.Game.Rulesets.Scoring
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/// </summary>
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/// <param name="positionOffset">The positional offset.</param>
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/// <returns>The new <see cref="HitEvent"/>.</returns>
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public HitEvent With(Vector2? positionOffset) => new HitEvent(TimeOffset, Result, HitObject, LastHitObject, positionOffset);
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public HitEvent With(Vector2? positionOffset) => new HitEvent(TimeOffset, GameplayRate, Result, HitObject, LastHitObject, positionOffset);
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}
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}
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@ -18,7 +18,8 @@ namespace osu.Game.Rulesets.Scoring
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/// </returns>
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public static double? CalculateUnstableRate(this IEnumerable<HitEvent> hitEvents)
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{
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double[] timeOffsets = hitEvents.Where(affectsUnstableRate).Select(ev => ev.TimeOffset).ToArray();
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// Division by gameplay rate is to account for TimeOffset scaling with gameplay rate.
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double[] timeOffsets = hitEvents.Where(affectsUnstableRate).Select(ev => ev.TimeOffset / ev.GameplayRate).ToArray();
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return 10 * standardDeviation(timeOffsets);
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}
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@ -252,7 +252,7 @@ namespace osu.Game.Rulesets.Scoring
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/// <param name="result">The <see cref="JudgementResult"/> to describe.</param>
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/// <returns>The <see cref="HitEvent"/>.</returns>
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protected virtual HitEvent CreateHitEvent(JudgementResult result)
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=> new HitEvent(result.TimeOffset, result.Type, result.HitObject, lastHitObject, null);
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=> new HitEvent(result.TimeOffset, result.GameplayRate, result.Type, result.HitObject, lastHitObject, null);
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protected sealed override void RevertResultInternal(JudgementResult result)
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{
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@ -473,7 +473,7 @@ namespace osu.Game.Rulesets.UI
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private void onNewResult(DrawableHitObject drawable, JudgementResult result)
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{
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Debug.Assert(result != null && drawable.Entry?.Result == result && result.RawTime != null);
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Debug.Assert(result != null && drawable.Entry?.Result == result && result.RawTime != null && result.GameplayRate != 0.0);
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judgedEntries.Push(drawable.Entry.AsNonNull());
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NewResult?.Invoke(drawable, result);
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@ -224,7 +224,7 @@ namespace osu.Game.Screens.Utility
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.FadeOut(duration)
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.ScaleTo(1.5f, duration);
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HitEvent = new HitEvent(Clock.CurrentTime - HitTime, HitResult.Good, new HitObject
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HitEvent = new HitEvent(Clock.CurrentTime - HitTime, 1.0, HitResult.Good, new HitObject
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{
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HitWindows = new HitWindows(),
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}, null, null);
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@ -186,7 +186,7 @@ namespace osu.Game.Screens.Utility
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.FadeOut(duration / 2)
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.ScaleTo(1.5f, duration / 2);
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HitEvent = new HitEvent(Clock.CurrentTime - HitTime, HitResult.Good, new HitObject
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HitEvent = new HitEvent(Clock.CurrentTime - HitTime, 1.0, HitResult.Good, new HitObject
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{
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HitWindows = new HitWindows(),
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}, null, null);
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