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Rearrange and rename member

This commit is contained in:
Bartłomiej Dach 2021-06-15 22:33:27 +02:00
parent a549aebb3f
commit 259e6cad4d

View File

@ -19,6 +19,16 @@ namespace osu.Game.Rulesets.Taiko.Mods
public override string Description => @"Beats fade out before you hit them!";
public override double ScoreMultiplier => 1.06;
[SettingSource("Fade-out Time", "The bigger this multiplier is, the sooner the notes will start fading out")]
public BindableNumber<double> FadeOutTimeMultiplier { get; } = new BindableDouble
{
MinValue = 0.5,
MaxValue = 1.5,
Default = 1.0,
Value = 1.0,
Precision = 0.01,
};
/// <summary>
/// In stable taiko, the hit position is 160, so the active playfield is essentially 160 pixels shorter
/// than the actual screen width. The normalized playfield height is 480, so on a 4:3 screen the
@ -32,16 +42,6 @@ namespace osu.Game.Rulesets.Taiko.Mods
private BeatmapDifficulty difficulty;
private ControlPointInfo controlPointInfo;
[SettingSource("Fade-out Time", "The bigger this multiplier is, the sooner the notes will start fading out")]
public BindableNumber<double> VisibilityMod { get; } = new BindableDouble
{
MinValue = 0.5,
MaxValue = 1.5,
Default = 1.0,
Value = 1.0,
Precision = 0.01,
};
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
ApplyNormalVisibilityState(hitObject, state);
@ -69,7 +69,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
}
// I *think* it's like this because stable's default velocity multiplier is 1.4
var preempt = 14000 / MultiplierAt(hitObject.HitObject.StartTime) * VisibilityMod.Value;
var preempt = 14000 / MultiplierAt(hitObject.HitObject.StartTime) * FadeOutTimeMultiplier.Value;
var start = hitObject.HitObject.StartTime - preempt * 0.6;
var duration = preempt * 0.3;