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Add additional information to diagram
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@ -103,7 +103,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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if (lastObject is Slider lastSlider)
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if (lastObject is Slider lastSlider)
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{
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{
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double lastTravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time);
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double lastTravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time);
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MovementTime = Math.Max(MovementTime - lastTravelTime, min_delta_time);
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MovementTime = Math.Max(StrainTime - lastTravelTime, min_delta_time);
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//
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//
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// We'll try to better approximate the real movements a player will take in patterns following on from sliders. Consider the following slider-to-object patterns:
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// We'll try to better approximate the real movements a player will take in patterns following on from sliders. Consider the following slider-to-object patterns:
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@ -117,14 +117,17 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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//
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//
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// Where "<==>" represents a slider, and "o" represents where the cursor needs to be for either hitobject (for a slider, this is the lazy cursor position).
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// Where "<==>" represents a slider, and "o" represents where the cursor needs to be for either hitobject (for a slider, this is the lazy cursor position).
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//
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//
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// Case (1) is an anti-flow pattern, where players will cut the slider short in order to move to the next object. The jump pattern is (o--o).
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// The pattern (o--o) has distance JumpDistance.
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// Case (2) is a flow pattern, where players will follow the slider through to its visual extent. The jump pattern is (>--o).
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// The pattern (>--o) is a new distance we'll call "tailJumpDistance".
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//
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// Case (1) is an anti-flow pattern, where players will cut the slider short in order to move to the next object. The most natural jump pattern is (o--o).
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// Case (2) is a flow pattern, where players will follow the slider through to its visual extent. The most natural jump pattern is (>--o).
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//
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//
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// A lenience is applied by assuming that the player jumps the minimum of these two distances in all cases.
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// A lenience is applied by assuming that the player jumps the minimum of these two distances in all cases.
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//
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//
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float tailJumpDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor;
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float tailJumpDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor;
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MovementDistance = Math.Max(0, Math.Min(MovementDistance - (maximum_slider_radius - assumed_slider_radius), tailJumpDistance - maximum_slider_radius));
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MovementDistance = Math.Max(0, Math.Min(JumpDistance - (maximum_slider_radius - assumed_slider_radius), tailJumpDistance - maximum_slider_radius));
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}
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}
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if (lastLastObject != null && !(lastLastObject is Spinner))
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if (lastLastObject != null && !(lastLastObject is Spinner))
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