1
0
mirror of https://github.com/ppy/osu.git synced 2025-02-23 00:13:01 +08:00

Improved guesstimations; fixed hit samples

This commit is contained in:
Henry Lin 2021-06-17 10:20:50 +08:00
parent 4ffff06dcb
commit 14622f4734

View File

@ -110,7 +110,7 @@ namespace osu.Game.Rulesets.Osu.Mods
while (Precision.AlmostBigger(endTime, currentTime) && beatmap.ControlPointInfo.TimingPointAt(currentTime) == tp) while (Precision.AlmostBigger(endTime, currentTime) && beatmap.ControlPointInfo.TimingPointAt(currentTime) == tp)
{ {
tpBeats.Add(currentTime); tpBeats.Add(Math.Floor(currentTime));
currentTime += tp.BeatLength; currentTime += tp.BeatLength;
} }
@ -148,7 +148,7 @@ namespace osu.Game.Rulesets.Osu.Mods
if (samples == null) if (samples == null)
{ {
if (i > 0) if (i > 0)
x.Samples = hitObjects[i - 1].Samples; x.Samples = hitObjects[i - 1].Samples.Where(s => !HitSampleInfo.AllAdditions.Contains(s.Name)).ToList();
} }
else else
{ {
@ -289,7 +289,7 @@ namespace osu.Game.Rulesets.Osu.Mods
drawable.ScaleTo(0.4f) drawable.ScaleTo(0.4f)
.Then().ScaleTo(1.6f, h.TimePreempt * 2); .Then().ScaleTo(1.6f, h.TimePreempt * 2);
drawable.FadeTo(0.5f) drawable.FadeTo(0.5f)
.Then().Delay(h.TimeFadeIn).FadeTo(1f); .Then().Delay(h.TimePreempt * 2 / 3).FadeTo(1f);
// remove approach circles // remove approach circles
circle.ApproachCircle.Hide(); circle.ApproachCircle.Hide();
@ -304,6 +304,7 @@ namespace osu.Game.Rulesets.Osu.Mods
{ {
// Decrease AR to increase preempt time // Decrease AR to increase preempt time
difficulty.ApproachRate *= 0.5f; difficulty.ApproachRate *= 0.5f;
difficulty.CircleSize *= 0.75f;
} }
// The distances from the hit objects to the borders of the playfield they start to "turn around" and curve towards the middle. // The distances from the hit objects to the borders of the playfield they start to "turn around" and curve towards the middle.