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mirror of https://github.com/ppy/osu.git synced 2024-12-14 20:22:55 +08:00

Update slider sliding samples balance calculation to use screen-space as well

This commit is contained in:
Salman Ahmed 2022-04-18 09:18:56 +03:00
parent fcb48c69cf
commit 3a00931e38
2 changed files with 10 additions and 5 deletions

View File

@ -24,9 +24,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
// Must be set to update IsHovered as it's used in relax mod to detect osu hit objects.
public override bool HandlePositionalInput => true;
protected override float SamplePlaybackPosition => (ScreenSpaceDrawQuad.Centre.X - parentScreenSpaceRectangle.X) / parentScreenSpaceRectangle.Width;
private RectangleF parentScreenSpaceRectangle => ((DrawableOsuHitObject)ParentHitObject)?.parentScreenSpaceRectangle ?? Parent.ScreenSpaceDrawQuad.AABBFloat;
protected override float SamplePlaybackPosition => CalculateDrawableRelativePosition(this);
/// <summary>
/// Whether this <see cref="DrawableOsuHitObject"/> can be hit, given a time value.
@ -91,6 +89,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
/// </summary>
public void MissForcefully() => ApplyResult(r => r.Type = r.Judgement.MinResult);
private RectangleF parentScreenSpaceRectangle => ((DrawableOsuHitObject)ParentHitObject)?.parentScreenSpaceRectangle ?? Parent.ScreenSpaceDrawQuad.AABBFloat;
/// <summary>
/// Calculates the position of the given <paramref name="drawable"/> relative to the playfield area.
/// </summary>
/// <param name="drawable">The drawable to calculate its relative position.</param>
protected float CalculateDrawableRelativePosition(Drawable drawable) => (drawable.ScreenSpaceDrawQuad.Centre.X - parentScreenSpaceRectangle.X) / parentScreenSpaceRectangle.Width;
protected override JudgementResult CreateResult(Judgement judgement) => new OsuJudgementResult(HitObject, judgement);
}
}

View File

@ -13,7 +13,6 @@ using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Skinning;
using osu.Game.Rulesets.Osu.Skinning.Default;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
using osuTK;
@ -208,7 +207,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
if (Tracking.Value && slidingSample != null)
// keep the sliding sample playing at the current tracking position
slidingSample.Balance.Value = CalculateSamplePlaybackBalance(Ball.X / OsuPlayfield.BASE_SIZE.X);
slidingSample.Balance.Value = CalculateSamplePlaybackBalance(CalculateDrawableRelativePosition(Ball));
double completionProgress = Math.Clamp((Time.Current - HitObject.StartTime) / HitObject.Duration, 0, 1);