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Adjust osu! hitobject fade-ins to support AR>10

This commit is contained in:
smoogipoo 2020-12-10 00:26:35 +09:00
parent ac91f0e270
commit 47a93d8614
2 changed files with 6 additions and 2 deletions

View File

@ -110,8 +110,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
double startTime = start.GetEndTime();
double duration = end.StartTime - startTime;
// For now, adjust the pre-empt for approach rates > 10.
double preempt = PREEMPT * Math.Min(1, start.TimePreempt / 450);
fadeOutTime = startTime + fraction * duration;
fadeInTime = fadeOutTime - PREEMPT;
fadeInTime = fadeOutTime - preempt;
}
}
}

View File

@ -1,6 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using osu.Framework.Bindables;
using osu.Game.Beatmaps;
@ -113,7 +114,7 @@ namespace osu.Game.Rulesets.Osu.Objects
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
TimePreempt = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);
TimeFadeIn = 400; // as per osu-stable
TimeFadeIn = 400 * Math.Min(1, TimePreempt / 450);
Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
}