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Remove release delay for hold notes when generating autoplay
It was more intended for normal notes anyway (as they would be released pretty much instantaneously, if it weren't for the delay).
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parent
d85929d721
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@ -5,6 +5,7 @@ using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Replays;
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@ -85,20 +86,28 @@ namespace osu.Game.Rulesets.Mania.Replays
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{
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var currentObject = Beatmap.HitObjects[i];
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var nextObjectInColumn = GetNextObject(i); // Get the next object that requires pressing the same button
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double endTime = currentObject.GetEndTime();
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bool canDelayKeyUp = nextObjectInColumn == null ||
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nextObjectInColumn.StartTime > endTime + RELEASE_DELAY;
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double calculatedDelay = canDelayKeyUp ? RELEASE_DELAY : (nextObjectInColumn.StartTime - endTime) * 0.9;
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var releaseTime = calculateReleaseTime(currentObject, nextObjectInColumn);
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yield return new HitPoint { Time = currentObject.StartTime, Column = currentObject.Column };
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yield return new ReleasePoint { Time = endTime + calculatedDelay, Column = currentObject.Column };
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yield return new ReleasePoint { Time = releaseTime, Column = currentObject.Column };
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}
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}
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private double calculateReleaseTime(HitObject currentObject, HitObject nextObject)
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{
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double endTime = currentObject.GetEndTime();
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if (currentObject is HoldNote)
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// hold note releases must be timed exactly.
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return endTime;
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bool canDelayKeyUpFully = nextObject == null ||
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nextObject.StartTime > endTime + RELEASE_DELAY;
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return endTime + (canDelayKeyUpFully ? RELEASE_DELAY : (nextObject.StartTime - endTime) * 0.9);
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}
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protected override HitObject GetNextObject(int currentIndex)
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{
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int desiredColumn = Beatmap.HitObjects[currentIndex].Column;
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