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Hacky way to make osu! and taiko work again.

This commit is contained in:
smoogipooo 2017-09-06 17:44:51 +09:00
parent 63b61ce669
commit 29941019a5
3 changed files with 3 additions and 3 deletions

View File

@ -32,7 +32,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
UpdatePreemptState(); UpdatePreemptState();
var offset = Time.Current - ((HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime); var offset = !AllJudged ? 0 : Time.Current - ((HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime);
using (BeginDelayedSequence(TIME_PREEMPT + offset, true)) using (BeginDelayedSequence(TIME_PREEMPT + offset, true))
UpdateCurrentState(state); UpdateCurrentState(state);
} }

View File

@ -69,7 +69,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
var circlePiece = MainPiece as CirclePiece; var circlePiece = MainPiece as CirclePiece;
circlePiece?.FlashBox.FinishTransforms(); circlePiece?.FlashBox.FinishTransforms();
var offset = Time.Current - HitObject.StartTime; var offset = !AllJudged ? 0 : Time.Current - HitObject.StartTime;
using (BeginDelayedSequence(HitObject.StartTime - Time.Current + offset, true)) using (BeginDelayedSequence(HitObject.StartTime - Time.Current + offset, true))
{ {
switch (State) switch (State)

View File

@ -172,7 +172,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
const float preempt = 100; const float preempt = 100;
const float out_transition_time = 300; const float out_transition_time = 300;
var offset = Time.Current - HitObject.EndTime; var offset = !AllJudged ? 0 : Time.Current - HitObject.EndTime;
double untilStartTime = HitObject.StartTime - Time.Current; double untilStartTime = HitObject.StartTime - Time.Current;
double untilJudgement = untilStartTime + offset + HitObject.Duration; double untilJudgement = untilStartTime + offset + HitObject.Duration;