From 2975ea9210a7e329a2ae35dfb7f0ef57a283fd74 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Fri, 2 Oct 2020 14:37:07 +0900 Subject: [PATCH] Adjust repeat/tail fade in to match stable closer --- osu.Game.Rulesets.Osu/Objects/SliderEndCircle.cs | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Objects/SliderEndCircle.cs b/osu.Game.Rulesets.Osu/Objects/SliderEndCircle.cs index a34eec0c79..e0bbac67fc 100644 --- a/osu.Game.Rulesets.Osu/Objects/SliderEndCircle.cs +++ b/osu.Game.Rulesets.Osu/Objects/SliderEndCircle.cs @@ -1,7 +1,6 @@ // Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. -using System; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Rulesets.Scoring; @@ -20,13 +19,14 @@ namespace osu.Game.Rulesets.Osu.Objects { base.ApplyDefaultsToSelf(controlPointInfo, difficulty); - // Out preempt should be one span early to give the user ample warning. - TimePreempt += SpanDuration; - - // We want to show the first RepeatPoint as the TimePreempt dictates but on short (and possibly fast) sliders - // we may need to cut down this time on following RepeatPoints to only show up to two RepeatPoints at any given time. if (RepeatIndex > 0) - TimePreempt = Math.Min(SpanDuration * 2, TimePreempt); + { + // Repeat points after the first span should appear behind the still-visible one. + TimeFadeIn = 0; + + // The next end circle should appear exactly after the previous circle (on the same end) is hit. + TimePreempt = SpanDuration * 2; + } } protected override HitWindows CreateHitWindows() => HitWindows.Empty;