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Move constant local to taiko
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@ -12,13 +12,23 @@ using osu.Framework.Utils;
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using System.Threading;
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using osu.Game.Audio;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Rulesets.Objects.Legacy;
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namespace osu.Game.Rulesets.Taiko.Beatmaps
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{
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internal class TaikoBeatmapConverter : BeatmapConverter<TaikoHitObject>
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{
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/// <summary>
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/// A speed multiplier applied globally to osu!taiko.
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/// </summary>
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/// <remarks>
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/// osu! is generally slower than taiko, so a factor was historically added to increase speed for converts.
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/// This must be used everywhere slider length or beat length is used in taiko.
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///
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/// Of note, this has never been exposed to the end user, and is considered a hidden internal multiplier.
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/// </remarks>
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public const float VELOCITY_MULTIPLIER = 1.4f;
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/// <summary>
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/// Because swells are easier in taiko than spinners are in osu!,
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/// legacy taiko multiplies a factor when converting the number of required hits.
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@ -173,7 +183,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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double distance = pathData.Path.ExpectedDistance.Value ?? 0;
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// Do not combine the following two lines!
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distance *= LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER;
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distance *= VELOCITY_MULTIPLIER;
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distance *= spans;
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TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(obj.StartTime);
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@ -185,7 +195,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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else
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beatLength = timingPoint.BeatLength;
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double sliderScoringPointDistance = osu_base_scoring_distance * (beatmap.Difficulty.SliderMultiplier * LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER) / beatmap.Difficulty.SliderTickRate;
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double sliderScoringPointDistance = osu_base_scoring_distance * (beatmap.Difficulty.SliderMultiplier * TaikoBeatmapConverter.VELOCITY_MULTIPLIER) / beatmap.Difficulty.SliderTickRate;
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// The velocity and duration of the taiko hit object - calculated as the velocity of a drum roll.
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double taikoVelocity = sliderScoringPointDistance * beatmap.Difficulty.SliderTickRate;
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@ -1,14 +1,14 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Objects.Types;
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using System.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Beatmaps;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.Objects
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@ -51,7 +51,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
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EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
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double scoringDistance = base_distance * (difficulty.SliderMultiplier * LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER) * effectPoint.ScrollSpeed;
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double scoringDistance = base_distance * (difficulty.SliderMultiplier * TaikoBeatmapConverter.VELOCITY_MULTIPLIER) * effectPoint.ScrollSpeed;
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Velocity = scoringDistance / timingPoint.BeatLength;
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TickRate = difficulty.SliderTickRate == 3 ? 3 : 4;
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@ -116,7 +116,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
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double IHasDistance.Distance => Duration * Velocity;
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SliderPath IHasPath.Path
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=> new SliderPath(PathType.LINEAR, new[] { Vector2.Zero, new Vector2(1) }, ((IHasDistance)this).Distance / LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER);
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=> new SliderPath(PathType.LINEAR, new[] { Vector2.Zero, new Vector2(1) }, ((IHasDistance)this).Distance / TaikoBeatmapConverter.VELOCITY_MULTIPLIER);
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#endregion
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}
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@ -10,13 +10,13 @@ using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Configuration;
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using osu.Game.Input.Handlers;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Beatmaps;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Replays;
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using osu.Game.Rulesets.Timing;
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@ -71,7 +71,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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protected virtual double ComputeTimeRange()
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{
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// Taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened.
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const float scroll_rate = 10 / LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER;
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const float scroll_rate = 10 / TaikoBeatmapConverter.VELOCITY_MULTIPLIER;
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// Since the time range will depend on a positional value, it is referenced to the x480 pixel space.
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// Width is used because it defines how many notes fit on the playfield.
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@ -23,12 +23,6 @@ namespace osu.Game.Beatmaps.Formats
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{
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public const int FIRST_LAZER_VERSION = 128;
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/// <summary>
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/// osu! is generally slower than taiko, so a factor is added to increase
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/// speed. This must be used everywhere slider length or beat length is used.
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/// </summary>
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public const float LEGACY_TAIKO_VELOCITY_MULTIPLIER = 1.4f;
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private readonly IBeatmap beatmap;
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private readonly ISkin? skin;
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