mirror of
https://github.com/ppy/osu.git
synced 2025-02-15 02:43:01 +08:00
Rename PreEmpt to ScrollTime and remove VelocityMultiplier for now.
This commit is contained in:
parent
a5cb233975
commit
1b2713239a
@ -87,7 +87,7 @@ namespace osu.Desktop.VisualTests.Tests
|
||||
BarLine bl = new BarLine
|
||||
{
|
||||
StartTime = Time.Current + 1000,
|
||||
PreEmpt = 1000
|
||||
ScrollTime = 1000
|
||||
};
|
||||
|
||||
playfield.AddBarLine(major ? new DrawableBarLineMajor(bl) : new DrawableBarLine(bl));
|
||||
@ -99,7 +99,7 @@ namespace osu.Desktop.VisualTests.Tests
|
||||
{
|
||||
StartTime = Time.Current + 1000,
|
||||
EndTime = Time.Current + 1000,
|
||||
PreEmpt = 1000
|
||||
ScrollTime = 1000
|
||||
}));
|
||||
}
|
||||
|
||||
@ -110,7 +110,7 @@ namespace osu.Desktop.VisualTests.Tests
|
||||
StartTime = Time.Current + 1000,
|
||||
IsStrong = strong,
|
||||
Distance = 1000,
|
||||
PreEmpt = 1000,
|
||||
ScrollTime = 1000,
|
||||
};
|
||||
|
||||
playfield.Add(new DrawableDrumRoll(d));
|
||||
@ -121,7 +121,7 @@ namespace osu.Desktop.VisualTests.Tests
|
||||
Hit h = new Hit
|
||||
{
|
||||
StartTime = Time.Current + 1000,
|
||||
PreEmpt = 1000
|
||||
ScrollTime = 1000
|
||||
};
|
||||
|
||||
if (strong)
|
||||
@ -135,7 +135,7 @@ namespace osu.Desktop.VisualTests.Tests
|
||||
Hit h = new Hit
|
||||
{
|
||||
StartTime = Time.Current + 1000,
|
||||
PreEmpt = 1000
|
||||
ScrollTime = 1000
|
||||
};
|
||||
|
||||
if (strong)
|
||||
|
@ -48,7 +48,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
|
||||
|
||||
protected override TaikoPiece CreateMainPiece() => new ElongatedCirclePiece(HitObject.IsStrong)
|
||||
{
|
||||
Length = (float)(HitObject.Duration / HitObject.PreEmpt),
|
||||
Length = (float)(HitObject.Duration / HitObject.ScrollTime),
|
||||
PlayfieldLengthReference = () => Parent.DrawSize.X
|
||||
};
|
||||
|
||||
@ -67,7 +67,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
|
||||
// is further than mid point of the play field, so the time taken to scroll in should always
|
||||
// be greater than the time taken to scroll out to the left of the screen.
|
||||
// Thus, using PreEmpt here is enough for the drum roll to completely scroll out.
|
||||
LifetimeEnd = HitObject.EndTime + HitObject.PreEmpt;
|
||||
LifetimeEnd = HitObject.EndTime + HitObject.ScrollTime;
|
||||
}
|
||||
|
||||
private void onTickJudgement(DrawableHitObject<TaikoHitObject, TaikoJudgement> obj)
|
||||
|
@ -58,7 +58,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
LifetimeStart = HitObject.StartTime - HitObject.PreEmpt * 2;
|
||||
LifetimeStart = HitObject.StartTime - HitObject.ScrollTime * 2;
|
||||
base.LoadComplete();
|
||||
}
|
||||
|
||||
@ -71,7 +71,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
|
||||
/// a time value and the HitObject's StartTime.
|
||||
/// </summary>
|
||||
/// <param name="time"></param>
|
||||
protected virtual void UpdateScrollPosition(double time) => MoveToX((float)((HitObject.StartTime - time) / HitObject.PreEmpt));
|
||||
protected virtual void UpdateScrollPosition(double time) => MoveToX((float)((HitObject.StartTime - time) / HitObject.ScrollTime));
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
|
@ -71,7 +71,7 @@ namespace osu.Game.Modes.Taiko.Objects
|
||||
|
||||
double speedAdjutedBeatLength = timing.SpeedMultiplierAt(StartTime) * timing.BeatLengthAt(StartTime);
|
||||
|
||||
Velocity = base_distance * difficulty.SliderMultiplier / speedAdjutedBeatLength * VelocityMultiplier;
|
||||
Velocity = base_distance * difficulty.SliderMultiplier / speedAdjutedBeatLength;
|
||||
tickSpacing = timing.BeatLengthAt(StartTime) / TickRate;
|
||||
|
||||
RequiredGoodHits = TotalTicks * Math.Min(0.15, 0.05 + 0.10 / 6 * difficulty.OverallDifficulty);
|
||||
@ -91,7 +91,7 @@ namespace osu.Game.Modes.Taiko.Objects
|
||||
ret.Add(new DrumRollTick
|
||||
{
|
||||
FirstTick = first,
|
||||
PreEmpt = PreEmpt,
|
||||
ScrollTime = ScrollTime,
|
||||
TickSpacing = tickSpacing,
|
||||
StartTime = t,
|
||||
IsStrong = IsStrong,
|
||||
|
@ -15,19 +15,14 @@ namespace osu.Game.Modes.Taiko.Objects
|
||||
public const float CIRCLE_RADIUS = 42f;
|
||||
|
||||
/// <summary>
|
||||
/// Time (in milliseconds) to scroll in the hit object with a speed-adjusted beat length of 1 second.
|
||||
/// The time taken from the initial (off-screen) spawn position to the centre of the hit target for a <see cref="ControlPoint.BeatLength"/> of 1000ms.
|
||||
/// </summary>
|
||||
public const double BASE_SCROLL_TIME = 6000;
|
||||
public const double SCROLL_TIME = 6000;
|
||||
|
||||
/// <summary>
|
||||
/// The velocity multiplier applied to this hit object.
|
||||
/// Our adjusted <see cref="SCROLL_TIME"/> taking into consideration local <see cref="ControlPoint.BeatLength"/> and other speed multipliers.
|
||||
/// </summary>
|
||||
public float VelocityMultiplier = 1;
|
||||
|
||||
/// <summary>
|
||||
/// The time from the initial right (off-screen) spawn position to the centre of the hit target.
|
||||
/// </summary>
|
||||
public double PreEmpt;
|
||||
public double ScrollTime;
|
||||
|
||||
/// <summary>
|
||||
/// Whether this HitObject is a "strong" type.
|
||||
@ -44,7 +39,7 @@ namespace osu.Game.Modes.Taiko.Objects
|
||||
{
|
||||
base.ApplyDefaults(timing, difficulty);
|
||||
|
||||
PreEmpt = BASE_SCROLL_TIME / difficulty.SliderMultiplier * timing.BeatLengthAt(StartTime) * timing.SpeedMultiplierAt(StartTime) / VelocityMultiplier / 1000;
|
||||
ScrollTime = SCROLL_TIME / difficulty.SliderMultiplier * timing.BeatLengthAt(StartTime) * timing.SpeedMultiplierAt(StartTime) / 1000;
|
||||
|
||||
ControlPoint overridePoint;
|
||||
Kiai = timing.TimingPointAt(StartTime, out overridePoint).KiaiMode;
|
||||
|
Loading…
Reference in New Issue
Block a user