diff --git a/osu.Game.Rulesets.Taiko/UI/TaikoPlayfieldAdjustmentContainer.cs b/osu.Game.Rulesets.Taiko/UI/TaikoPlayfieldAdjustmentContainer.cs index 6a9e5789de..07fda13c8c 100644 --- a/osu.Game.Rulesets.Taiko/UI/TaikoPlayfieldAdjustmentContainer.cs +++ b/osu.Game.Rulesets.Taiko/UI/TaikoPlayfieldAdjustmentContainer.cs @@ -2,7 +2,6 @@ // See the LICENCE file in the repository root for full licence text. using System; -using osu.Framework; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; @@ -60,19 +59,7 @@ namespace osu.Game.Rulesets.Taiko.UI // Limit the maximum relative height of the playfield to one-third of available area to avoid it masking out on extreme resolutions. relativeHeight = Math.Min(relativeHeight, 1f / 3f); - Scale = new Vector2(Math.Max((Parent!.ChildSize.Y / 768f) * (relativeHeight / base_relative_height), 1f)); - - // on mobile platforms where the base aspect ratio is wider, the taiko playfield - // needs to be scaled down to remain playable. - if (RuntimeInfo.IsMobile && osuGame != null) - { - const float base_aspect_ratio = 1024f / 768f; - float gameAspectRatio = osuGame.ScalingContainerTargetDrawSize.X / osuGame.ScalingContainerTargetDrawSize.Y; - // this magic scale is unexplainable, but required so the playfield doesn't become too zoomed out as the aspect ratio increases. - const float magic_scale = 1.25f; - Scale *= magic_scale * new Vector2(base_aspect_ratio / gameAspectRatio); - } - + Scale = new Vector2(Parent!.ChildSize.Y / 768f * (relativeHeight / base_relative_height)); Width = 1 / Scale.X; }