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Limit how far before the first hitobject that barlines can be generated
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@ -27,7 +27,10 @@ namespace osu.Game.Rulesets.Objects
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if (beatmap.HitObjects.Count == 0)
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return;
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HitObject firstObject = beatmap.HitObjects.First();
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HitObject lastObject = beatmap.HitObjects.Last();
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double firstHitTime = firstObject.StartTime;
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double lastHitTime = 1 + lastObject.GetEndTime();
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var timingPoints = beatmap.ControlPointInfo.TimingPoints;
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@ -41,10 +44,14 @@ namespace osu.Game.Rulesets.Objects
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EffectControlPoint currentEffectPoint = beatmap.ControlPointInfo.EffectPointAt(currentTimingPoint.Time);
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int currentBeat = 0;
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// Don't generate barlines before the hit object or t=0 (whichever is earliest). Some beatmaps use very unrealistic values here (although none are ranked).
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// I'm not sure we ever want barlines to appear before the first hitobject, but let's keep some degree of compatibility for now.
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// Of note, this will still differ from stable if the first timing control point is t<0 and is not near the first hitobject.
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double startTime = Math.Max(Math.Min(0, firstHitTime), currentTimingPoint.Time);
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// Stop on the next timing point, or if there is no next timing point stop slightly past the last object
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double endTime = i < timingPoints.Count - 1 ? timingPoints[i + 1].Time : lastHitTime + currentTimingPoint.BeatLength * currentTimingPoint.TimeSignature.Numerator;
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double startTime = currentTimingPoint.Time;
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double barLength = currentTimingPoint.BeatLength * currentTimingPoint.TimeSignature.Numerator;
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if (currentEffectPoint.OmitFirstBarLine)
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