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Fix incorrect ScrollTime calculation.

This commit is contained in:
Dean Herbert 2017-04-05 16:51:21 +09:00
parent a4cc7fc6af
commit 3b3455afb3
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@ -15,12 +15,12 @@ namespace osu.Game.Modes.Taiko.Objects
public const float CIRCLE_RADIUS = 42f;
/// <summary>
/// The time taken from the initial (off-screen) spawn position to the centre of the hit target for a <see cref="ControlPoint.BeatLength"/> of 1000ms.
/// The time taken from the initial (off-screen) spawn position to the centre of the hit target for a <see cref="ControlPoint.BeatLength"/> of 1000>ms.
/// </summary>
public const double SCROLL_TIME = 6000;
private const double scroll_time = 6000;
/// <summary>
/// Our adjusted <see cref="SCROLL_TIME"/> taking into consideration local <see cref="ControlPoint.BeatLength"/> and other speed multipliers.
/// Our adjusted <see cref="scroll_time"/> taking into consideration local <see cref="ControlPoint.BeatLength"/> and other speed multipliers.
/// </summary>
public double ScrollTime;
@ -39,7 +39,7 @@ namespace osu.Game.Modes.Taiko.Objects
{
base.ApplyDefaults(timing, difficulty);
ScrollTime = SCROLL_TIME / difficulty.SliderMultiplier * timing.BeatLengthAt(StartTime) * timing.SpeedMultiplierAt(StartTime) / 1000;
ScrollTime = scroll_time * (timing.BeatLengthAt(StartTime) / 1000) / (difficulty.SliderMultiplier * timing.SpeedMultiplierAt(StartTime));
ControlPoint overridePoint;
Kiai = timing.TimingPointAt(StartTime, out overridePoint).KiaiMode;