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Commenting (+ version check for speed adjustment).

This commit is contained in:
smoogipooo 2017-04-03 20:27:11 +09:00
parent 19b5555ef2
commit 2be7458532

View File

@ -2,7 +2,6 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Legacy;
using osu.Game.Beatmaps.Samples;
using osu.Game.Modes.Objects;
using osu.Game.Modes.Objects.Types;
@ -53,20 +52,33 @@ namespace osu.Game.Modes.Taiko.Beatmaps
{
int repeats = repeatsData?.RepeatCount ?? 1;
double speedAdjustedBeatLength = beatmap.TimingInfo.BeatLengthAt(obj.StartTime) * beatmap.TimingInfo.SpeedMultiplierAt(obj.StartTime);
double speedAdjustment = beatmap.TimingInfo.SpeedMultiplierAt(obj.StartTime);
double speedAdjustedBeatLength = beatmap.TimingInfo.BeatLengthAt(obj.StartTime) * speedAdjustment;
// The true distance, accounting for any repeats. This ends up being the drum roll distance later
double distance = distanceData.Distance * repeats * legacy_velocity_scale;
// The velocity of the taiko hit object - calculated as the velocity of a drum roll
double taikoVelocity = base_distance * beatmap.BeatmapInfo.Difficulty.SliderMultiplier / speedAdjustedBeatLength * legacy_velocity_scale;
// The duration of the taiko hit object
double taikoDuration = distance / taikoVelocity;
// For some reason, old osu! always uses speedAdjustment to determine the taiko velocity, but
// only uses it to determine osu! velocity if beatmap version < 8. Let's account for that here.
if (beatmap.BeatmapInfo.BeatmapVersion >= 8)
speedAdjustedBeatLength /= speedAdjustment;
// The velocity of the osu! hit object - calculated as the velocity of a slider
double osuVelocity = base_scoring_distance * beatmap.BeatmapInfo.Difficulty.SliderMultiplier / speedAdjustedBeatLength * legacy_velocity_scale;
// The duration of the osu! hit object
double osuDuration = distance / osuVelocity;
double skipPeriod = Math.Min(speedAdjustedBeatLength / beatmap.BeatmapInfo.Difficulty.SliderTickRate, taikoDuration / repeats);
// If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat
double tickSpacing = Math.Min(speedAdjustedBeatLength / beatmap.BeatmapInfo.Difficulty.SliderTickRate, taikoDuration / repeats) / 8;
if (skipPeriod > 0 && osuDuration < 2 * speedAdjustedBeatLength)
if (tickSpacing > 0 && osuDuration < 2 * speedAdjustedBeatLength)
{
for (double j = obj.StartTime; j <= distanceData.EndTime + skipPeriod / 8; j += skipPeriod)
for (double j = obj.StartTime; j <= distanceData.EndTime + tickSpacing; j += tickSpacing)
{
// Todo: This should generate different type of hits (including strongs)
// depending on hitobject sound additions (not implemented fully yet)
@ -86,7 +98,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
StartTime = obj.StartTime,
Sample = obj.Sample,
IsStrong = strong,
Distance = distanceData.Distance * (repeatsData?.RepeatCount ?? 1) * legacy_velocity_scale,
Distance = distance,
TickRate = beatmap.BeatmapInfo.Difficulty.SliderTickRate == 3 ? 3 : 4,
VelocityMultiplier = legacy_velocity_scale
};