From 18343160cfee4f5a1d7dde5296d1b4502ce655df Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Wed, 16 Jun 2021 16:28:57 +0900 Subject: [PATCH] Reword comments slightly --- osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs | 12 +++++++----- 1 file changed, 7 insertions(+), 5 deletions(-) diff --git a/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs b/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs index f787a75c51..434069291c 100644 --- a/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs +++ b/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs @@ -18,7 +18,7 @@ namespace osu.Game.Rulesets.Taiko.Mods public override double ScoreMultiplier => 1.06; /// - /// In stable taiko, the hit position is 160, so the active playfield is essentially 160 pixels shorter + /// In osu-stable, the hit position is 160, so the active playfield is essentially 160 pixels shorter /// than the actual screen width. The normalized playfield height is 480, so on a 4:3 screen the /// playfield ratio of the active area up to the hit position will actually be (640 - 160) / 480 = 1. /// For custom resolutions/aspect ratios (x:y), the screen width given the normalized height becomes 480 * x / y instead, @@ -28,6 +28,7 @@ namespace osu.Game.Rulesets.Taiko.Mods private const double hd_sv_scale = (4.0 / 3.0 - 1.0 / 3.0) / (16.0 / 9.0 - 1.0 / 3.0); private double originalSliderMultiplier; + private ControlPointInfo controlPointInfo; protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) @@ -79,12 +80,13 @@ namespace osu.Game.Rulesets.Taiko.Mods public void ApplyToDifficulty(BeatmapDifficulty difficulty) { + // needs to be read after all processing has been run (TaikoBeatmapConverter applies an adjustment which would otherwise be omitted). originalSliderMultiplier = difficulty.SliderMultiplier; - // the hidden mod on stable had an added playfield cover that essentially forced a 4:3 playfield ratio, by cutting off all objects past that size. - // lazer currently uses a playfield adjustment container which keeps a 16:9 ratio. - // therefore, increase the slider multiplier proportionally so that the notes stay on the screen for the same amount of time as on stable. - // note that this will means that the notes will scroll faster as they have a longer distance to travel on the screen in that same amount of time. + // osu-stable has an added playfield cover that essentially forces a 4:3 playfield ratio, by cutting off all objects past that size. + // This is not yet implemented; instead a playfield adjustment container is present which maintains a 16:9 ratio. + // For now, increase the slider multiplier proportionally so that the notes stay on the screen for the same amount of time as on stable. + // Note that this means that the notes will scroll faster as they have a longer distance to travel on the screen in that same amount of time. difficulty.SliderMultiplier /= hd_sv_scale; }