diff --git a/osu.Desktop.VisualTests/Tests/TestCaseTaikoPlayfield.cs b/osu.Desktop.VisualTests/Tests/TestCaseTaikoPlayfield.cs index c417b4eff7..3ca8591839 100644 --- a/osu.Desktop.VisualTests/Tests/TestCaseTaikoPlayfield.cs +++ b/osu.Desktop.VisualTests/Tests/TestCaseTaikoPlayfield.cs @@ -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) diff --git a/osu.Game.Modes.Taiko/Objects/Drawables/DrawableDrumRoll.cs b/osu.Game.Modes.Taiko/Objects/Drawables/DrawableDrumRoll.cs index a4a3e0e062..c21894c56b 100644 --- a/osu.Game.Modes.Taiko/Objects/Drawables/DrawableDrumRoll.cs +++ b/osu.Game.Modes.Taiko/Objects/Drawables/DrawableDrumRoll.cs @@ -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 obj) diff --git a/osu.Game.Modes.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs b/osu.Game.Modes.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs index e4ab134cf3..5086ab8f81 100644 --- a/osu.Game.Modes.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs +++ b/osu.Game.Modes.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs @@ -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. /// /// - 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() { diff --git a/osu.Game.Modes.Taiko/Objects/DrumRoll.cs b/osu.Game.Modes.Taiko/Objects/DrumRoll.cs index ede576835c..c21e24b6db 100644 --- a/osu.Game.Modes.Taiko/Objects/DrumRoll.cs +++ b/osu.Game.Modes.Taiko/Objects/DrumRoll.cs @@ -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, diff --git a/osu.Game.Modes.Taiko/Objects/TaikoHitObject.cs b/osu.Game.Modes.Taiko/Objects/TaikoHitObject.cs index 800ee9de9f..d2af610863 100644 --- a/osu.Game.Modes.Taiko/Objects/TaikoHitObject.cs +++ b/osu.Game.Modes.Taiko/Objects/TaikoHitObject.cs @@ -15,19 +15,14 @@ namespace osu.Game.Modes.Taiko.Objects public const float CIRCLE_RADIUS = 42f; /// - /// 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 of 1000ms. /// - public const double BASE_SCROLL_TIME = 6000; + public const double SCROLL_TIME = 6000; /// - /// The velocity multiplier applied to this hit object. + /// Our adjusted taking into consideration local and other speed multipliers. /// - public float VelocityMultiplier = 1; - - /// - /// The time from the initial right (off-screen) spawn position to the centre of the hit target. - /// - public double PreEmpt; + public double ScrollTime; /// /// 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;