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Merge pull request #1957 from smoogipoo/fix-repeat-confusion
Clean up off-by-one offsets from repeat-related properties
This commit is contained in:
commit
098cfa7107
@ -21,9 +21,7 @@ namespace osu.Game.Rulesets.Catch.Objects
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/// </summary>
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private const float base_scoring_distance = 100;
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public readonly SliderCurve Curve = new SliderCurve();
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public int RepeatCount { get; set; } = 1;
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public int RepeatCount { get; set; }
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public double Velocity;
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public double TickDistance;
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@ -55,7 +53,7 @@ namespace osu.Game.Rulesets.Catch.Objects
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var length = Curve.Distance;
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var tickDistance = Math.Min(TickDistance, length);
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var repeatDuration = length / Velocity;
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var spanDuration = length / Velocity;
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var minDistanceFromEnd = Velocity * 0.01;
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@ -67,10 +65,10 @@ namespace osu.Game.Rulesets.Catch.Objects
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X = X
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});
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for (var repeat = 0; repeat < RepeatCount; repeat++)
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for (var span = 0; span < this.SpanCount(); span++)
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{
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var repeatStartTime = StartTime + repeat * repeatDuration;
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var reversed = repeat % 2 == 1;
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var spanStartTime = StartTime + span * spanDuration;
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var reversed = span % 2 == 1;
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for (var d = tickDistance; d <= length; d += tickDistance)
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{
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@ -80,7 +78,7 @@ namespace osu.Game.Rulesets.Catch.Objects
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var timeProgress = d / length;
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var distanceProgress = reversed ? 1 - timeProgress : timeProgress;
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var lastTickTime = repeatStartTime + timeProgress * repeatDuration;
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var lastTickTime = spanStartTime + timeProgress * spanDuration;
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AddNested(new Droplet
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{
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StartTime = lastTickTime,
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@ -95,17 +93,17 @@ namespace osu.Game.Rulesets.Catch.Objects
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});
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}
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double tinyTickInterval = tickDistance / length * repeatDuration;
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double tinyTickInterval = tickDistance / length * spanDuration;
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while (tinyTickInterval > 100)
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tinyTickInterval /= 2;
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for (double t = 0; t < repeatDuration; t += tinyTickInterval)
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for (double t = 0; t < spanDuration; t += tinyTickInterval)
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{
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double progress = reversed ? 1 - t / repeatDuration : t / repeatDuration;
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double progress = reversed ? 1 - t / spanDuration : t / spanDuration;
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AddNested(new TinyDroplet
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{
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StartTime = repeatStartTime + t,
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StartTime = spanStartTime + t,
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ComboColour = ComboColour,
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X = Curve.PositionAt(progress).X / CatchPlayfield.BASE_WIDTH,
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Samples = new List<SampleInfo>(Samples.Select(s => new SampleInfo
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@ -121,15 +119,15 @@ namespace osu.Game.Rulesets.Catch.Objects
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{
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Samples = Samples,
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ComboColour = ComboColour,
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StartTime = repeatStartTime + repeatDuration,
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StartTime = spanStartTime + spanDuration,
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X = Curve.PositionAt(reversed ? 0 : 1).X / CatchPlayfield.BASE_WIDTH
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});
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}
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}
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public double EndTime => StartTime + RepeatCount * Curve.Distance / Velocity;
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public double EndTime => StartTime + this.SpanCount() * Curve.Distance / Velocity;
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public float EndX => Curve.PositionAt(ProgressAt(1)).X / CatchPlayfield.BASE_WIDTH;
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public float EndX => Curve.PositionAt(this.ProgressAt(1)).X / CatchPlayfield.BASE_WIDTH;
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public double Duration => EndTime - StartTime;
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@ -139,6 +137,8 @@ namespace osu.Game.Rulesets.Catch.Objects
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set { Curve.Distance = value; }
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}
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public SliderCurve Curve { get; } = new SliderCurve();
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public List<Vector2> ControlPoints
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{
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get { return Curve.ControlPoints; }
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@ -152,17 +152,5 @@ namespace osu.Game.Rulesets.Catch.Objects
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get { return Curve.CurveType; }
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set { Curve.CurveType = value; }
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}
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public Vector2 PositionAt(double progress) => Curve.PositionAt(ProgressAt(progress));
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public double ProgressAt(double progress)
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{
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double p = progress * RepeatCount % 1;
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if (RepeatAt(progress) % 2 == 1)
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p = 1 - p;
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return p;
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}
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public int RepeatAt(double progress) => (int)(progress * RepeatCount);
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}
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}
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@ -216,7 +216,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
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if (curveData == null)
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return HitObject.Samples;
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double segmentTime = (curveData.EndTime - HitObject.StartTime) / curveData.RepeatCount;
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double segmentTime = (curveData.EndTime - HitObject.StartTime) / curveData.SpanCount();
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int index = (int)(segmentTime == 0 ? 0 : (time - HitObject.StartTime) / segmentTime);
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return curveData.RepeatSamples[index];
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@ -25,7 +25,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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private readonly double endTime;
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private readonly double segmentDuration;
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private readonly int repeatCount;
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private readonly int spanCount;
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private PatternType convertType;
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@ -39,25 +39,25 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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var distanceData = hitObject as IHasDistance;
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var repeatsData = hitObject as IHasRepeats;
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repeatCount = repeatsData?.RepeatCount ?? 1;
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spanCount = repeatsData?.SpanCount() ?? 1;
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TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(hitObject.StartTime);
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DifficultyControlPoint difficultyPoint = beatmap.ControlPointInfo.DifficultyPointAt(hitObject.StartTime);
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// The true distance, accounting for any repeats
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double distance = (distanceData?.Distance ?? 0) * repeatCount;
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double distance = (distanceData?.Distance ?? 0) * spanCount;
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// The velocity of the osu! hit object - calculated as the velocity of a slider
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double osuVelocity = osu_base_scoring_distance * beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier / timingPoint.BeatLength;
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// The duration of the osu! hit object
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double osuDuration = distance / osuVelocity;
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endTime = hitObject.StartTime + osuDuration;
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segmentDuration = (endTime - HitObject.StartTime) / repeatCount;
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segmentDuration = (endTime - HitObject.StartTime) / spanCount;
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}
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public override Pattern Generate()
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{
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if (repeatCount > 1)
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if (spanCount > 1)
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{
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if (segmentDuration <= 90)
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return generateRandomHoldNotes(HitObject.StartTime, 1);
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@ -65,7 +65,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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if (segmentDuration <= 120)
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{
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convertType |= PatternType.ForceNotStack;
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return generateRandomNotes(HitObject.StartTime, repeatCount + 1);
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return generateRandomNotes(HitObject.StartTime, spanCount + 1);
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}
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if (segmentDuration <= 160)
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@ -78,7 +78,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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if (duration >= 4000)
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return generateNRandomNotes(HitObject.StartTime, 0.23, 0, 0);
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if (segmentDuration > 400 && repeatCount < TotalColumns - 1 - RandomStart)
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if (segmentDuration > 400 && spanCount < TotalColumns - 1 - RandomStart)
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return generateTiledHoldNotes(HitObject.StartTime);
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return generateHoldAndNormalNotes(HitObject.StartTime);
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@ -212,7 +212,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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int column = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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bool increasing = Random.NextDouble() > 0.5;
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for (int i = 0; i <= repeatCount; i++)
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for (int i = 0; i <= spanCount; i++)
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{
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addToPattern(pattern, column, startTime, startTime);
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startTime += segmentDuration;
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@ -262,7 +262,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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int interval = Random.Next(1, TotalColumns - (legacy ? 1 : 0));
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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for (int i = 0; i <= repeatCount; i++)
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for (int i = 0; i <= spanCount; i++)
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{
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addToPattern(pattern, nextColumn, startTime, startTime);
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@ -350,7 +350,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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var pattern = new Pattern();
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int columnRepeat = Math.Min(repeatCount, TotalColumns);
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int columnRepeat = Math.Min(spanCount, TotalColumns);
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnWithObjects < TotalColumns)
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@ -409,7 +409,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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int nextColumn = Random.Next(RandomStart, TotalColumns);
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var rowPattern = new Pattern();
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for (int i = 0; i <= repeatCount; i++)
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for (int i = 0; i <= spanCount; i++)
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{
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if (!(ignoreHead && startTime == HitObject.StartTime))
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{
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@ -442,7 +442,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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if (curveData == null)
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return HitObject.Samples;
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double segmentTime = (endTime - HitObject.StartTime) / repeatCount;
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double segmentTime = (endTime - HitObject.StartTime) / spanCount;
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int index = (int)(segmentTime == 0 ? 0 : (time - HitObject.StartTime) / segmentTime);
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return curveData.RepeatSamples[index];
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@ -72,6 +72,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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}
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}
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public void UpdateSnakingPosition(Vector2 start, Vector2 end) => Position = repeatPoint.RepeatIndex % 2 == 1 ? end : start;
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public void UpdateSnakingPosition(Vector2 start, Vector2 end) => Position = repeatPoint.RepeatIndex % 2 == 0 ? end : start;
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}
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}
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@ -10,6 +10,7 @@ using System.Linq;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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@ -72,12 +73,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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AddNested(InitialCircle);
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var repeatDuration = s.Curve.Distance / s.Velocity;
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var spanDuration = s.Curve.Distance / s.Velocity;
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foreach (var tick in s.NestedHitObjects.OfType<SliderTick>())
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{
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var repeatStartTime = s.StartTime + tick.RepeatIndex * repeatDuration;
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var fadeInTime = repeatStartTime + (tick.StartTime - repeatStartTime) / 2 - (tick.RepeatIndex == 0 ? HitObject.TimeFadein : HitObject.TimeFadein / 2);
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var fadeOutTime = repeatStartTime + repeatDuration;
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var spanStartTime = s.StartTime + tick.SpanIndex * spanDuration;
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var fadeInTime = spanStartTime + (tick.StartTime - spanStartTime) / 2 - (tick.SpanIndex == 0 ? HitObject.TimeFadein : HitObject.TimeFadein / 2);
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var fadeOutTime = spanStartTime + spanDuration;
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var drawableTick = new DrawableSliderTick(tick)
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{
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@ -92,9 +93,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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foreach (var repeatPoint in s.NestedHitObjects.OfType<RepeatPoint>())
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{
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var repeatStartTime = s.StartTime + repeatPoint.RepeatIndex * repeatDuration;
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var repeatStartTime = s.StartTime + (repeatPoint.RepeatIndex + 1) * spanDuration;
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var fadeInTime = repeatStartTime + (repeatPoint.StartTime - repeatStartTime) / 2 - (repeatPoint.RepeatIndex == 0 ? HitObject.TimeFadein : HitObject.TimeFadein / 2);
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var fadeOutTime = repeatStartTime + repeatDuration;
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var fadeOutTime = repeatStartTime + spanDuration;
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var drawableRepeatPoint = new DrawableRepeatPoint(repeatPoint, this)
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{
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@ -109,7 +110,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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}
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}
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private int currentRepeat;
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private int currentSpan;
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public bool Tracking;
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protected override void Update()
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@ -120,17 +121,17 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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double progress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
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int repeat = slider.RepeatAt(progress);
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int span = slider.SpanAt(progress);
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progress = slider.ProgressAt(progress);
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if (repeat > currentRepeat)
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currentRepeat = repeat;
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if (span > currentSpan)
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currentSpan = span;
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//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
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if (!InitialCircle.Judgements.Any(j => j.IsHit))
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InitialCircle.Position = slider.Curve.PositionAt(progress);
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foreach (var c in components.OfType<ISliderProgress>()) c.UpdateProgress(progress, repeat);
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foreach (var c in components.OfType<ISliderProgress>()) c.UpdateProgress(progress, span);
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foreach (var c in components.OfType<ITrackSnaking>()) c.UpdateSnakingPosition(slider.Curve.PositionAt(Body.SnakedStart ?? 0), slider.Curve.PositionAt(Body.SnakedEnd ?? 0));
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foreach (var t in ticks.Children) t.Tracking = Ball.Tracking;
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}
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@ -139,7 +139,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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}
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}
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public void UpdateProgress(double progress, int repeat)
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public void UpdateProgress(double progress, int span)
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{
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Position = slider.Curve.PositionAt(progress);
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}
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@ -15,6 +15,7 @@ using OpenTK;
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using OpenTK.Graphics.ES30;
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using OpenTK.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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{
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@ -164,14 +165,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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return true;
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}
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public void UpdateProgress(double progress, int repeat)
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public void UpdateProgress(double progress, int span)
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{
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double start = 0;
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double end = snakingIn ? MathHelper.Clamp((Time.Current - (slider.StartTime - slider.TimePreempt)) / slider.TimeFadein, 0, 1) : 1;
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if (repeat >= slider.RepeatCount - 1)
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if (span >= slider.SpanCount() - 1)
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{
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if (Math.Min(repeat, slider.RepeatCount - 1) % 2 == 1)
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if (Math.Min(span, slider.SpanCount() - 1) % 2 == 1)
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{
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start = 0;
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end = snakingOut ? progress : 1;
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@ -5,6 +5,6 @@ namespace osu.Game.Rulesets.Osu.Objects
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{
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public interface ISliderProgress
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{
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void UpdateProgress(double progress, int repeat);
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void UpdateProgress(double progress, int span);
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}
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}
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@ -20,12 +20,12 @@ namespace osu.Game.Rulesets.Osu.Objects
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/// </summary>
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private const float base_scoring_distance = 100;
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public readonly SliderCurve Curve = new SliderCurve();
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public double EndTime => StartTime + RepeatCount * Curve.Distance / Velocity;
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public double EndTime => StartTime + this.SpanCount() * Curve.Distance / Velocity;
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public double Duration => EndTime - StartTime;
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public override Vector2 EndPosition => PositionAt(1);
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public override Vector2 EndPosition => this.PositionAt(1);
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public SliderCurve Curve { get; } = new SliderCurve();
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public List<Vector2> ControlPoints
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{
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@ -58,7 +58,7 @@ namespace osu.Game.Rulesets.Osu.Objects
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internal float LazyTravelDistance;
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public List<List<SampleInfo>> RepeatSamples { get; set; } = new List<List<SampleInfo>>();
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public int RepeatCount { get; set; } = 1;
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public int RepeatCount { get; set; }
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private int stackHeight;
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@ -88,18 +88,6 @@ namespace osu.Game.Rulesets.Osu.Objects
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TickDistance = scoringDistance / difficulty.SliderTickRate;
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}
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public Vector2 PositionAt(double progress) => Curve.PositionAt(ProgressAt(progress));
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public double ProgressAt(double progress)
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{
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double p = progress * RepeatCount % 1;
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if (RepeatAt(progress) % 2 == 1)
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p = 1 - p;
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return p;
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}
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public int RepeatAt(double progress) => (int)(progress * RepeatCount);
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protected override void CreateNestedHitObjects()
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{
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base.CreateNestedHitObjects();
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@ -114,14 +102,14 @@ namespace osu.Game.Rulesets.Osu.Objects
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var length = Curve.Distance;
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var tickDistance = Math.Min(TickDistance, length);
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var repeatDuration = length / Velocity;
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var spanDuration = length / Velocity;
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var minDistanceFromEnd = Velocity * 0.01;
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for (var repeat = 0; repeat < RepeatCount; repeat++)
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for (var span = 0; span < this.SpanCount(); span++)
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{
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var repeatStartTime = StartTime + repeat * repeatDuration;
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var reversed = repeat % 2 == 1;
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var spanStartTime = StartTime + span * spanDuration;
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var reversed = span % 2 == 1;
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for (var d = tickDistance; d <= length; d += tickDistance)
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{
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@ -144,8 +132,8 @@ namespace osu.Game.Rulesets.Osu.Objects
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AddNested(new SliderTick
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{
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RepeatIndex = repeat,
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StartTime = repeatStartTime + timeProgress * repeatDuration,
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SpanIndex = span,
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StartTime = spanStartTime + timeProgress * spanDuration,
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Position = Curve.PositionAt(distanceProgress),
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StackHeight = StackHeight,
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Scale = Scale,
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@ -160,19 +148,19 @@ namespace osu.Game.Rulesets.Osu.Objects
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{
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var repeatDuration = Distance / Velocity;
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for (var repeat = 1; repeat < RepeatCount; repeat++)
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for (int repeatIndex = 0, repeat = 1; repeatIndex < RepeatCount; repeatIndex++, repeat++)
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{
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var repeatStartTime = StartTime + repeat * repeatDuration;
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AddNested(new RepeatPoint
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{
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RepeatIndex = repeat,
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RepeatIndex = repeatIndex,
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||||
StartTime = repeatStartTime,
|
||||
Position = Curve.PositionAt(repeat % 2),
|
||||
StackHeight = StackHeight,
|
||||
Scale = Scale,
|
||||
ComboColour = ComboColour,
|
||||
Samples = new List<SampleInfo>(RepeatSamples[repeat])
|
||||
Samples = new List<SampleInfo>(RepeatSamples[repeatIndex])
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -5,6 +5,6 @@ namespace osu.Game.Rulesets.Osu.Objects
|
||||
{
|
||||
public class SliderTick : OsuHitObject
|
||||
{
|
||||
public int RepeatIndex { get; set; }
|
||||
public int SpanIndex { get; set; }
|
||||
}
|
||||
}
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using osu.Game.Rulesets.Objects.Types;
|
||||
using OpenTK;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
|
||||
|
@ -84,14 +84,9 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
|
||||
private void createSlider(float circleSize = 2, float distance = 400, int repeats = 0, double speedMultiplier = 2)
|
||||
{
|
||||
repeats++; // The first run through the slider is considered a repeat
|
||||
|
||||
var repeatSamples = new List<List<SampleInfo>>();
|
||||
if (repeats > 1)
|
||||
{
|
||||
for (int i = 0; i < repeats; i++)
|
||||
repeatSamples.Add(new List<SampleInfo>());
|
||||
}
|
||||
for (int i = 0; i < repeats; i++)
|
||||
repeatSamples.Add(new List<SampleInfo>());
|
||||
|
||||
var slider = new Slider
|
||||
{
|
||||
|
@ -84,7 +84,8 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
|
||||
|
||||
if (distanceData != null)
|
||||
{
|
||||
int repeats = repeatsData?.RepeatCount ?? 1;
|
||||
// Number of spans of the object - one for the initial length and for each repeat
|
||||
int spans = repeatsData?.SpanCount() ?? 1;
|
||||
|
||||
TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(obj.StartTime);
|
||||
DifficultyControlPoint difficultyPoint = beatmap.ControlPointInfo.DifficultyPointAt(obj.StartTime);
|
||||
@ -93,7 +94,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
|
||||
double speedAdjustedBeatLength = timingPoint.BeatLength / speedAdjustment;
|
||||
|
||||
// The true distance, accounting for any repeats. This ends up being the drum roll distance later
|
||||
double distance = distanceData.Distance * repeats * legacy_velocity_multiplier;
|
||||
double distance = distanceData.Distance * spans * legacy_velocity_multiplier;
|
||||
|
||||
// The velocity of the taiko hit object - calculated as the velocity of a drum roll
|
||||
double taikoVelocity = taiko_base_distance * beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier * legacy_velocity_multiplier / speedAdjustedBeatLength;
|
||||
@ -111,7 +112,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
|
||||
double osuDuration = distance / osuVelocity;
|
||||
|
||||
// If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat
|
||||
double tickSpacing = Math.Min(speedAdjustedBeatLength / beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate, taikoDuration / repeats);
|
||||
double tickSpacing = Math.Min(speedAdjustedBeatLength / beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate, taikoDuration / spans);
|
||||
|
||||
if (!isForCurrentRuleset && tickSpacing > 0 && osuDuration < 2 * speedAdjustedBeatLength)
|
||||
{
|
||||
|
@ -77,6 +77,10 @@ namespace osu.Game.Rulesets.Objects.Legacy
|
||||
if (repeatCount > 9000)
|
||||
throw new ArgumentOutOfRangeException(nameof(repeatCount), @"Repeat count is way too high");
|
||||
|
||||
// osu-stable treated the first span of the slider as a repeat, but no repeats are happening
|
||||
repeatCount = Math.Max(0, repeatCount - 1);
|
||||
|
||||
|
||||
if (split.Length > 7)
|
||||
length = Convert.ToDouble(split[7], CultureInfo.InvariantCulture);
|
||||
|
||||
@ -84,8 +88,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
|
||||
readCustomSampleBanks(split[10], bankInfo);
|
||||
|
||||
// One node for each repeat + the start and end nodes
|
||||
// Note that the first length of the slider is considered a repeat, but there are no actual repeats happening
|
||||
int nodes = Math.Max(0, repeatCount - 1) + 2;
|
||||
int nodes = repeatCount + 2;
|
||||
|
||||
// Populate node sample bank infos with the default hit object sample bank
|
||||
var nodeBankInfos = new List<SampleBankInfo>();
|
||||
@ -128,7 +131,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
|
||||
|
||||
// Generate the final per-node samples
|
||||
var nodeSamples = new List<List<SampleInfo>>(nodes);
|
||||
for (int i = 0; i <= repeatCount; i++)
|
||||
for (int i = 0; i < nodes; i++)
|
||||
nodeSamples.Add(convertSoundType(nodeSoundTypes[i], nodeBankInfos[i]));
|
||||
|
||||
result = CreateSlider(new Vector2(int.Parse(split[0]), int.Parse(split[1])), combo, points, length, curveType, repeatCount, nodeSamples);
|
||||
|
@ -2,7 +2,6 @@
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using osu.Game.Rulesets.Objects.Types;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using OpenTK;
|
||||
using osu.Game.Audio;
|
||||
@ -18,34 +17,23 @@ namespace osu.Game.Rulesets.Objects.Legacy
|
||||
/// </summary>
|
||||
private const float base_scoring_distance = 100;
|
||||
|
||||
/// <summary>
|
||||
/// <see cref="ConvertSlider"/>s don't need a curve since they're converted to ruleset-specific hitobjects.
|
||||
/// </summary>
|
||||
public SliderCurve Curve { get; } = null;
|
||||
public List<Vector2> ControlPoints { get; set; }
|
||||
public CurveType CurveType { get; set; }
|
||||
|
||||
public double Distance { get; set; }
|
||||
|
||||
public List<List<SampleInfo>> RepeatSamples { get; set; }
|
||||
public int RepeatCount { get; set; } = 1;
|
||||
public int RepeatCount { get; set; }
|
||||
|
||||
public double EndTime => StartTime + RepeatCount * Distance / Velocity;
|
||||
public double EndTime => StartTime + this.SpanCount() * Distance / Velocity;
|
||||
public double Duration => EndTime - StartTime;
|
||||
|
||||
public double Velocity = 1;
|
||||
|
||||
public Vector2 PositionAt(double progress)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public double ProgressAt(double progress)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public int RepeatAt(double progress)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
|
||||
{
|
||||
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
|
||||
|
@ -11,6 +11,11 @@ namespace osu.Game.Rulesets.Objects.Types
|
||||
/// </summary>
|
||||
public interface IHasCurve : IHasDistance, IHasRepeats
|
||||
{
|
||||
/// <summary>
|
||||
/// The curve.
|
||||
/// </summary>
|
||||
SliderCurve Curve { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The control points that shape the curve.
|
||||
/// </summary>
|
||||
@ -20,7 +25,10 @@ namespace osu.Game.Rulesets.Objects.Types
|
||||
/// The type of curve.
|
||||
/// </summary>
|
||||
CurveType CurveType { get; }
|
||||
}
|
||||
|
||||
public static class HasCurveExtensions
|
||||
{
|
||||
/// <summary>
|
||||
/// Computes the position on the curve at a given progress, accounting for repeat logic.
|
||||
/// <para>
|
||||
@ -28,20 +36,28 @@ namespace osu.Game.Rulesets.Objects.Types
|
||||
/// </para>
|
||||
/// </summary>
|
||||
/// <param name="progress">[0, 1] where 0 is the beginning of the curve and 1 is the end of the curve.</param>
|
||||
Vector2 PositionAt(double progress);
|
||||
public static Vector2 PositionAt(this IHasCurve obj, double progress)
|
||||
=> obj.Curve.PositionAt(obj.ProgressAt(progress));
|
||||
|
||||
/// <summary>
|
||||
/// Finds the progress along the curve, accounting for repeat logic.
|
||||
/// </summary>
|
||||
/// <param name="progress">[0, 1] where 0 is the beginning of the curve and 1 is the end of the curve.</param>
|
||||
/// <returns>[0, 1] where 0 is the beginning of the curve and 1 is the end of the curve.</returns>
|
||||
double ProgressAt(double progress);
|
||||
public static double ProgressAt(this IHasCurve obj, double progress)
|
||||
{
|
||||
double p = progress * obj.SpanCount() % 1;
|
||||
if (obj.SpanAt(progress) % 2 == 1)
|
||||
p = 1 - p;
|
||||
return p;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines which repeat of the curve the progress point is on.
|
||||
/// Determines which span of the curve the progress point is on.
|
||||
/// </summary>
|
||||
/// <param name="progress">[0, 1] where 0 is the beginning of the curve and 1 is the end of the curve.</param>
|
||||
/// <returns>[0, RepeatCount] where 0 is the first run.</returns>
|
||||
int RepeatAt(double progress);
|
||||
/// <returns>[0, SpanCount) where 0 is the first run.</returns>
|
||||
public static int SpanAt(this IHasCurve obj, double progress)
|
||||
=> (int)(progress * obj.SpanCount());
|
||||
}
|
||||
}
|
||||
|
@ -21,4 +21,13 @@ namespace osu.Game.Rulesets.Objects.Types
|
||||
/// </summary>
|
||||
List<List<SampleInfo>> RepeatSamples { get; }
|
||||
}
|
||||
|
||||
public static class HasRepeatsExtensions
|
||||
{
|
||||
/// <summary>
|
||||
/// The amount of times the length of this <see cref="IHasRepeats"/> spans.
|
||||
/// </summary>
|
||||
/// <param name="obj">The object that has repeats.</param>
|
||||
public static int SpanCount(this IHasRepeats obj) => obj.RepeatCount + 1;
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user