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Respect pre-empt time when auto-generating breaks
Closes https://github.com/ppy/osu/issues/28703.
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@ -15,7 +15,7 @@ using osuTK;
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namespace osu.Game.Rulesets.Catch.Objects
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namespace osu.Game.Rulesets.Catch.Objects
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{
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{
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public abstract class CatchHitObject : HitObject, IHasPosition, IHasComboInformation
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public abstract class CatchHitObject : HitObject, IHasPosition, IHasComboInformation, IHasTimePreempt
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{
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{
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public const float OBJECT_RADIUS = 64;
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public const float OBJECT_RADIUS = 64;
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@ -14,7 +14,7 @@ using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects
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namespace osu.Game.Rulesets.Osu.Objects
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{
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{
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public abstract class OsuHitObject : HitObject, IHasComboInformation, IHasPosition
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public abstract class OsuHitObject : HitObject, IHasComboInformation, IHasPosition, IHasTimePreempt
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{
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{
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/// <summary>
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/// <summary>
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/// The radius of hit objects (ie. the radius of a <see cref="HitCircle"/>).
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/// The radius of hit objects (ie. the radius of a <see cref="HitCircle"/>).
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@ -46,7 +46,7 @@ namespace osu.Game.Rulesets.Osu.Objects
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/// </summary>
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/// </summary>
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public const double PREEMPT_MAX = 1800;
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public const double PREEMPT_MAX = 1800;
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public double TimePreempt = 600;
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public double TimePreempt { get; set; } = 600;
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public double TimeFadeIn = 400;
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public double TimeFadeIn = 400;
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private HitObjectProperty<Vector2> position;
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private HitObjectProperty<Vector2> position;
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13
osu.Game/Rulesets/Objects/Types/IHasTimePreempt.cs
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13
osu.Game/Rulesets/Objects/Types/IHasTimePreempt.cs
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@ -0,0 +1,13 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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namespace osu.Game.Rulesets.Objects.Types
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{
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/// <summary>
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/// A <see cref="HitObject"/> that appears on screen at a fixed time interval before its <see cref="HitObject.StartTime"/>.
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/// </summary>
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public interface IHasTimePreempt
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{
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double TimePreempt { get; }
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}
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}
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@ -8,6 +8,7 @@ using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Screens.Edit
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namespace osu.Game.Screens.Edit
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{
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{
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@ -67,19 +68,26 @@ namespace osu.Game.Screens.Edit
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for (int i = 1; i < Beatmap.HitObjects.Count; ++i)
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for (int i = 1; i < Beatmap.HitObjects.Count; ++i)
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{
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{
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var previousObject = Beatmap.HitObjects[i - 1];
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var nextObject = Beatmap.HitObjects[i];
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// Keep track of the maximum end time encountered thus far.
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// Keep track of the maximum end time encountered thus far.
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// This handles cases like osu!mania's hold notes, which could have concurrent other objects after their start time.
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// This handles cases like osu!mania's hold notes, which could have concurrent other objects after their start time.
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// Note that we're relying on the implicit assumption that objects are sorted by start time,
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// Note that we're relying on the implicit assumption that objects are sorted by start time,
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// which is why similar tracking is not done for start time.
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// which is why similar tracking is not done for start time.
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currentMaxEndTime = Math.Max(currentMaxEndTime, Beatmap.HitObjects[i - 1].GetEndTime());
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currentMaxEndTime = Math.Max(currentMaxEndTime, previousObject.GetEndTime());
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double nextObjectStartTime = Beatmap.HitObjects[i].StartTime;
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if (nextObject.StartTime - currentMaxEndTime < BreakPeriod.MIN_GAP_DURATION)
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if (nextObjectStartTime - currentMaxEndTime < BreakPeriod.MIN_GAP_DURATION)
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continue;
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continue;
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double breakStartTime = currentMaxEndTime + BreakPeriod.GAP_BEFORE_BREAK;
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double breakStartTime = currentMaxEndTime + BreakPeriod.GAP_BEFORE_BREAK;
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double breakEndTime = nextObjectStartTime - Math.Max(BreakPeriod.GAP_AFTER_BREAK, Beatmap.ControlPointInfo.TimingPointAt(nextObjectStartTime).BeatLength * 2);
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double breakEndTime = nextObject.StartTime;
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if (nextObject is IHasTimePreempt hasTimePreempt)
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breakEndTime -= hasTimePreempt.TimePreempt;
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else
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breakEndTime -= Math.Max(BreakPeriod.GAP_AFTER_BREAK, Beatmap.ControlPointInfo.TimingPointAt(nextObject.StartTime).BeatLength * 2);
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if (breakEndTime - breakStartTime < BreakPeriod.MIN_BREAK_DURATION)
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if (breakEndTime - breakStartTime < BreakPeriod.MIN_BREAK_DURATION)
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continue;
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continue;
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