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Add explanatory comments + const

This commit is contained in:
smoogipoo 2021-02-10 22:06:19 +09:00
parent be9b07a4cf
commit 20a6405fd2
2 changed files with 16 additions and 4 deletions

View File

@ -110,8 +110,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
double startTime = start.GetEndTime();
double duration = end.StartTime - startTime;
// For now, adjust the pre-empt for approach rates > 10.
double preempt = PREEMPT * Math.Min(1, start.TimePreempt / 450);
// Preempt time can go below 800ms. Normally, this is achieved via the DT mod which uniformly speeds up all animations game wide regardless of AR.
// This uniform speedup is hard to match 1:1, however we can at least make AR>10 (via mods) feel good by extending the upper linear preempt function (see: OsuHitObject).
// Note that this doesn't exactly match the AR>10 visuals as they're classically known, but it feels good.
double preempt = PREEMPT * Math.Min(1, start.TimePreempt / OsuHitObject.PREEMPT_MIN);
fadeOutTime = startTime + fraction * duration;
fadeInTime = fadeOutTime - preempt;

View File

@ -26,6 +26,11 @@ namespace osu.Game.Rulesets.Osu.Objects
/// </summary>
internal const float BASE_SCORING_DISTANCE = 100;
/// <summary>
/// Minimum preempt time at AR=10.
/// </summary>
public const double PREEMPT_MIN = 450;
public double TimePreempt = 600;
public double TimeFadeIn = 400;
@ -113,8 +118,13 @@ namespace osu.Game.Rulesets.Osu.Objects
{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
TimePreempt = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);
TimeFadeIn = 400 * Math.Min(1, TimePreempt / 450);
TimePreempt = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1800, 1200, PREEMPT_MIN);
// Preempt time can go below 450ms. Normally, this is achieved via the DT mod which uniformly speeds up all animations game wide regardless of AR.
// This uniform speedup is hard to match 1:1, however we can at least make AR>10 (via mods) feel good by extending the upper linear function above.
// Note that this doesn't exactly match the AR>10 visuals as they're classically known, but it feels good.
// This adjustment is necessary for AR>10, otherwise TimePreempt can become smaller leading to hitcircles not fully fading in.
TimeFadeIn = 400 * Math.Min(1, TimePreempt / PREEMPT_MIN);
Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
}