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https://github.com/ppy/osu.git
synced 2024-12-14 04:52:57 +08:00
new Approach to approach rate
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dc365bfc11
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3ba5dce052
@ -37,7 +37,6 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
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private void applyStacking(Beatmap<OsuHitObject> beatmap)
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{
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const int stack_distance = 3;
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float stackThreshold = DrawableOsuHitObject.TIME_PREEMPT * beatmap.BeatmapInfo?.StackLeniency ?? 0.7f;
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// Reset stacking
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for (int i = 0; i <= beatmap.HitObjects.Count - 1; i++)
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@ -58,6 +57,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
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continue;
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double endTime = (stackBaseObject as IHasEndTime)?.EndTime ?? stackBaseObject.StartTime;
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float stackThreshold = objectN.TimePreempt * beatmap.BeatmapInfo?.StackLeniency ?? 0.7f;
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if (objectN.StartTime - endTime > stackThreshold)
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//We are no longer within stacking range of the next object.
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@ -112,6 +112,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
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if (objectN is Spinner) continue;
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double endTime = (objectN as IHasEndTime)?.EndTime ?? objectN.StartTime;
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float stackThreshold = objectN.TimePreempt * beatmap.BeatmapInfo?.StackLeniency ?? 0.7f;
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if (objectI.StartTime - endTime > stackThreshold)
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//We are no longer within stacking range of the previous object.
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@ -165,6 +166,8 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
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OsuHitObject objectN = beatmap.HitObjects[n];
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if (objectN is Spinner) continue;
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float stackThreshold = objectN.TimePreempt * beatmap.BeatmapInfo?.StackLeniency ?? 0.7f;
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if (objectI.StartTime - objectN.StartTime > stackThreshold)
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//We are no longer within stacking range of the previous object.
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break;
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@ -36,14 +36,12 @@ namespace osu.Game.Rulesets.Osu.Mods
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private const double fade_in_duration_multiplier = 0.4;
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private const double fade_out_duration_multiplier = 0.3;
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private float preEmpt => DrawableOsuHitObject.TIME_PREEMPT;
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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foreach (var d in drawables.OfType<DrawableOsuHitObject>())
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{
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d.ApplyCustomUpdateState += ApplyHiddenState;
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d.FadeInDuration = preEmpt * fade_in_duration_multiplier;
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d.FadeInDuration = d.HitObject.TimePreempt * fade_in_duration_multiplier;
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}
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}
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@ -52,8 +50,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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if (!(drawable is DrawableOsuHitObject d))
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return;
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var fadeOutStartTime = d.HitObject.StartTime - preEmpt + d.FadeInDuration;
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var fadeOutDuration = preEmpt * fade_out_duration_multiplier;
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var fadeOutStartTime = d.HitObject.StartTime - d.HitObject.TimePreempt + d.FadeInDuration;
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var fadeOutDuration = d.HitObject.TimePreempt * fade_out_duration_multiplier;
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// new duration from completed fade in to end (before fading out)
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var longFadeDuration = ((d.HitObject as IHasEndTime)?.EndTime ?? d.HitObject.StartTime) - fadeOutStartTime;
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@ -96,12 +96,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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using (fp.BeginAbsoluteSequence(fadeInTime))
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{
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fp.FadeIn(DrawableOsuHitObject.TIME_FADEIN);
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fp.ScaleTo(1, DrawableOsuHitObject.TIME_FADEIN, Easing.Out);
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fp.FadeIn(currHitObject.TimeFadein);
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fp.ScaleTo(1, currHitObject.TimeFadein, Easing.Out);
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fp.MoveTo(pointEndPosition, DrawableOsuHitObject.TIME_FADEIN, Easing.Out);
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fp.MoveTo(pointEndPosition, currHitObject.TimeFadein, Easing.Out);
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fp.Delay(fadeOutTime - fadeInTime).FadeOut(DrawableOsuHitObject.TIME_FADEIN);
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fp.Delay(fadeOutTime - fadeInTime).FadeOut(currHitObject.TimeFadein);
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}
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fp.Expire(true);
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@ -88,8 +88,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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base.UpdatePreemptState();
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ApproachCircle.FadeIn(Math.Min(FadeInDuration * 2, TIME_PREEMPT));
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ApproachCircle.ScaleTo(1.1f, TIME_PREEMPT);
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ApproachCircle.FadeIn(Math.Min(FadeInDuration * 2, HitObject.TimePreempt));
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ApproachCircle.ScaleTo(1.1f, HitObject.TimePreempt);
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}
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protected override void UpdateCurrentState(ArmedState state)
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@ -99,7 +99,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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switch (state)
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{
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case ArmedState.Idle:
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this.Delay(TIME_PREEMPT).FadeOut(500);
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this.Delay(HitObject.TimePreempt).FadeOut(500);
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Expire(true);
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@ -10,26 +10,25 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableOsuHitObject : DrawableHitObject<OsuHitObject>
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{
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public const float TIME_PREEMPT = 600;
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public const float TIME_FADEIN = 400;
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/// <summary>
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/// The number of milliseconds used to fade in.
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/// </summary>
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public virtual double FadeInDuration { get; set; } = TIME_FADEIN;
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public virtual double FadeInDuration { get; set; }
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public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Time.Current >= HitObject.StartTime - TIME_PREEMPT;
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public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Time.Current >= HitObject.StartTime - HitObject.TimePreempt;
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protected DrawableOsuHitObject(OsuHitObject hitObject)
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: base(hitObject)
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{
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FadeInDuration = hitObject.TimeFadein;
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AccentColour = HitObject.ComboColour;
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Alpha = 0;
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}
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protected sealed override void UpdateState(ArmedState state)
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{
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double transformTime = HitObject.StartTime - TIME_PREEMPT;
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double transformTime = HitObject.StartTime - HitObject.TimePreempt;
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base.ApplyTransformsAt(transformTime, true);
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base.ClearTransformsAfter(transformTime, true);
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@ -38,7 +37,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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UpdatePreemptState();
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using (BeginDelayedSequence(TIME_PREEMPT + (Judgements.FirstOrDefault()?.TimeOffset ?? 0), true))
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using (BeginDelayedSequence(HitObject.TimePreempt + (Judgements.FirstOrDefault()?.TimeOffset ?? 0), true))
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UpdateCurrentState(state);
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}
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}
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@ -191,14 +191,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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base.UpdatePreemptState();
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circleContainer.ScaleTo(spinner.Scale * 0.3f);
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circleContainer.ScaleTo(spinner.Scale, TIME_PREEMPT / 1.4f, Easing.OutQuint);
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circleContainer.ScaleTo(spinner.Scale, HitObject.TimePreempt / 1.4f, Easing.OutQuint);
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Disc.RotateTo(-720);
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symbol.RotateTo(-720);
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mainContainer
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.ScaleTo(0)
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.ScaleTo(spinner.Scale * circle.DrawHeight / DrawHeight * 1.4f, TIME_PREEMPT - 150, Easing.OutQuint)
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.ScaleTo(spinner.Scale * circle.DrawHeight / DrawHeight * 1.4f, HitObject.TimePreempt - 150, Easing.OutQuint)
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.Then()
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.ScaleTo(1, 500, Easing.OutQuint);
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}
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@ -167,7 +167,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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public void UpdateProgress(double progress, int repeat)
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{
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double start = 0;
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double end = snakingIn ? MathHelper.Clamp((Time.Current - (slider.StartTime - DrawableOsuHitObject.TIME_PREEMPT)) / DrawableOsuHitObject.TIME_FADEIN, 0, 1) : 1;
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double end = snakingIn ? MathHelper.Clamp((Time.Current - (slider.StartTime - slider.TimePreempt)) / slider.TimeFadein, 0, 1) : 1;
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if (repeat >= slider.RepeatCount - 1)
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{
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@ -20,6 +20,9 @@ namespace osu.Game.Rulesets.Osu.Objects
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private const double hit_window_100 = 80;
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private const double hit_window_300 = 30;
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public float TimePreempt = 600;
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public float TimeFadein = 400;
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public Vector2 Position { get; set; }
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public float X => Position.X;
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public float Y => Position.Y;
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@ -72,6 +75,13 @@ namespace osu.Game.Rulesets.Osu.Objects
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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if (difficulty.ApproachRate >= 5)
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TimePreempt = 1200 - (difficulty.ApproachRate - 5) * 150;
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else
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TimePreempt = 1800 - difficulty.ApproachRate * 120;
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TimeFadein = TimePreempt / 3;
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Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
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}
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}
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@ -9,6 +9,7 @@ using osu.Game.Rulesets.Osu.Objects.Drawables;
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using System;
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using System.Diagnostics;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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@ -133,7 +134,7 @@ namespace osu.Game.Rulesets.Osu.Replays
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// Do some nice easing for cursor movements
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if (Frames.Count > 0)
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{
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moveToHitObject(h.StartTime, startPosition, h.Radius, easing);
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moveToHitObject(h, startPosition, easing);
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}
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// Add frames to click the hitobject
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@ -191,12 +192,12 @@ namespace osu.Game.Rulesets.Osu.Replays
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}
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}
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private void moveToHitObject(double targetTime, Vector2 targetPos, double hitObjectRadius, Easing easing)
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private void moveToHitObject(OsuHitObject h, Vector2 targetPos, Easing easing)
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{
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ReplayFrame lastFrame = Frames[Frames.Count - 1];
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// Wait until Auto could "see and react" to the next note.
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double waitTime = targetTime - Math.Max(0.0, DrawableOsuHitObject.TIME_PREEMPT - reactionTime);
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double waitTime = h.StartTime - Math.Max(0.0, h.TimePreempt - reactionTime);
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if (waitTime > lastFrame.Time)
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{
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lastFrame = new ReplayFrame(waitTime, lastFrame.MouseX, lastFrame.MouseY, lastFrame.ButtonState);
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@ -205,17 +206,17 @@ namespace osu.Game.Rulesets.Osu.Replays
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Vector2 lastPosition = lastFrame.Position;
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double timeDifference = ApplyModsToTime(targetTime - lastFrame.Time);
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double timeDifference = ApplyModsToTime(h.StartTime - lastFrame.Time);
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// Only "snap" to hitcircles if they are far enough apart. As the time between hitcircles gets shorter the snapping threshold goes up.
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if (timeDifference > 0 && // Sanity checks
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((lastPosition - targetPos).Length > hitObjectRadius * (1.5 + 100.0 / timeDifference) || // Either the distance is big enough
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((lastPosition - targetPos).Length > h.Radius * (1.5 + 100.0 / timeDifference) || // Either the distance is big enough
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timeDifference >= 266)) // ... or the beats are slow enough to tap anyway.
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{
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// Perform eased movement
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for (double time = lastFrame.Time + FrameDelay; time < targetTime; time += FrameDelay)
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for (double time = lastFrame.Time + FrameDelay; time < h.StartTime; time += FrameDelay)
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{
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Vector2 currentPosition = Interpolation.ValueAt(time, lastPosition, targetPos, lastFrame.Time, targetTime, easing);
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Vector2 currentPosition = Interpolation.ValueAt(time, lastPosition, targetPos, lastFrame.Time, h.StartTime, easing);
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AddFrameToReplay(new ReplayFrame((int)time, currentPosition.X, currentPosition.Y, lastFrame.ButtonState));
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}
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