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Rename PreEmpt to ScrollTime and remove VelocityMultiplier for now.

This commit is contained in:
Dean Herbert 2017-04-05 11:48:19 +09:00
parent a5cb233975
commit 1b2713239a
No known key found for this signature in database
GPG Key ID: 46D71BF4958ABB49
5 changed files with 16 additions and 21 deletions

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@ -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)

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@ -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)

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@ -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()
{

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@ -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,

View File

@ -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;