1
0
mirror of https://github.com/ppy/osu.git synced 2025-03-17 22:17:25 +08:00

Apply NRT to TaikoModClassic

This commit is contained in:
Bartłomiej Dach 2022-06-24 12:54:33 +02:00
parent 6c8042642a
commit 52de8bae9b
No known key found for this signature in database
GPG Key ID: BCECCD4FA41F6497

View File

@ -1,10 +1,9 @@
// 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.
#nullable disable
using System.Linq;
using System.Collections.Generic;
using System.Diagnostics;
using System.Threading;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
@ -21,7 +20,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
{
public class TaikoModClassic : ModClassic, IApplicableToDrawableRuleset<TaikoHitObject>, IUpdatableByPlayfield, IApplicableAfterBeatmapConversion
{
private DrawableTaikoRuleset drawableTaikoRuleset;
private DrawableTaikoRuleset? drawableTaikoRuleset;
public void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
{
@ -160,6 +159,8 @@ namespace osu.Game.Rulesets.Taiko.Mods
// Classic taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened.
const float scroll_rate = 10;
Debug.Assert(drawableTaikoRuleset != null);
// Since the time range will depend on a positional value, it is referenced to the x480 pixel space.
float ratio = drawableTaikoRuleset.DrawHeight / 480;