From 2af827f9133336fa39772758dff92d9349914b8b Mon Sep 17 00:00:00 2001 From: smoogipoo Date: Mon, 2 Aug 2021 19:37:45 +0900 Subject: [PATCH 1/4] Increase TimeRange max value --- osu.Game/Rulesets/UI/Scrolling/DrawableScrollingRuleset.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/osu.Game/Rulesets/UI/Scrolling/DrawableScrollingRuleset.cs b/osu.Game/Rulesets/UI/Scrolling/DrawableScrollingRuleset.cs index 6ffdad211b..f8d5a6c5a9 100644 --- a/osu.Game/Rulesets/UI/Scrolling/DrawableScrollingRuleset.cs +++ b/osu.Game/Rulesets/UI/Scrolling/DrawableScrollingRuleset.cs @@ -43,7 +43,7 @@ namespace osu.Game.Rulesets.UI.Scrolling /// /// The maximum span of time that may be visible by the length of the scrolling axes. /// - private const double time_span_max = 10000; + private const double time_span_max = 20000; /// /// The step increase/decrease of the span of time visible by the length of the scrolling axes. From 9327bc169b9449828373786f2a00afbc069a2c31 Mon Sep 17 00:00:00 2001 From: smoogipoo Date: Mon, 2 Aug 2021 19:39:30 +0900 Subject: [PATCH 2/4] Make TaikoModClassic use classic-like scroll speed --- .../Mods/TaikoModClassic.cs | 22 ++++++++++++++++++- .../UI/DrawableTaikoRuleset.cs | 5 ++++- 2 files changed, 25 insertions(+), 2 deletions(-) diff --git a/osu.Game.Rulesets.Taiko/Mods/TaikoModClassic.cs b/osu.Game.Rulesets.Taiko/Mods/TaikoModClassic.cs index 5a4d18be98..6520517039 100644 --- a/osu.Game.Rulesets.Taiko/Mods/TaikoModClassic.cs +++ b/osu.Game.Rulesets.Taiko/Mods/TaikoModClassic.cs @@ -2,10 +2,30 @@ // See the LICENCE file in the repository root for full licence text. using osu.Game.Rulesets.Mods; +using osu.Game.Rulesets.Taiko.Objects; +using osu.Game.Rulesets.Taiko.UI; +using osu.Game.Rulesets.UI; namespace osu.Game.Rulesets.Taiko.Mods { - public class TaikoModClassic : ModClassic + public class TaikoModClassic : ModClassic, IApplicableToDrawableRuleset, IUpdatableByPlayfield { + private DrawableTaikoRuleset drawableTaikoRuleset; + + public void ApplyToDrawableRuleset(DrawableRuleset drawableRuleset) + { + drawableTaikoRuleset = (DrawableTaikoRuleset)drawableRuleset; + } + + public void Update(Playfield playfield) + { + // Classic taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened. + const float scroll_rate = 10; + + // Since the time range will depend on a positional value, it is referenced to the x480 pixel space. + float ratio = drawableTaikoRuleset.DrawHeight / 480; + + drawableTaikoRuleset.TimeRange.Value = (playfield.HitObjectContainer.DrawWidth / ratio) * scroll_rate; + } } } diff --git a/osu.Game.Rulesets.Taiko/UI/DrawableTaikoRuleset.cs b/osu.Game.Rulesets.Taiko/UI/DrawableTaikoRuleset.cs index ed8e6859a2..650ce1f5a3 100644 --- a/osu.Game.Rulesets.Taiko/UI/DrawableTaikoRuleset.cs +++ b/osu.Game.Rulesets.Taiko/UI/DrawableTaikoRuleset.cs @@ -3,6 +3,7 @@ using System.Collections.Generic; using osu.Framework.Allocation; +using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Game.Beatmaps; using osu.Game.Rulesets.Objects.Drawables; @@ -24,12 +25,14 @@ namespace osu.Game.Rulesets.Taiko.UI { public class DrawableTaikoRuleset : DrawableScrollingRuleset { - private SkinnableDrawable scroller; + public new BindableDouble TimeRange => base.TimeRange; protected override ScrollVisualisationMethod VisualisationMethod => ScrollVisualisationMethod.Overlapping; protected override bool UserScrollSpeedAdjustment => false; + private SkinnableDrawable scroller; + public DrawableTaikoRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList mods = null) : base(ruleset, beatmap, mods) { From 455666ed94af154106caad62e3a5a5fe0316ace9 Mon Sep 17 00:00:00 2001 From: smoogipoo Date: Mon, 2 Aug 2021 20:18:01 +0900 Subject: [PATCH 3/4] Remove taiko HD mod 4:3 scaling --- .../Mods/TaikoModHidden.cs | 30 +------------------ 1 file changed, 1 insertion(+), 29 deletions(-) diff --git a/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs b/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs index 0fd3625a93..8406ab8505 100644 --- a/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs +++ b/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs @@ -17,18 +17,6 @@ namespace osu.Game.Rulesets.Taiko.Mods public override string Description => @"Beats fade out before you hit them!"; public override double ScoreMultiplier => 1.06; - /// - /// In osu-stable, the hit position is 160, so the active playfield is essentially 160 pixels shorter - /// than the actual screen width. The normalized playfield height is 480, so on a 4:3 screen the - /// playfield ratio of the active area up to the hit position will actually be (640 - 160) / 480 = 1. - /// For custom resolutions/aspect ratios (x:y), the screen width given the normalized height becomes 480 * x / y instead, - /// and the playfield ratio becomes (480 * x / y - 160) / 480 = x / y - 1/3. - /// This constant is equal to the playfield ratio on 4:3 screens divided by the playfield ratio on 16:9 screens. - /// - private const double hd_sv_scale = (4.0 / 3.0 - 1.0 / 3.0) / (16.0 / 9.0 - 1.0 / 3.0); - - private double originalSliderMultiplier; - private ControlPointInfo controlPointInfo; protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) @@ -41,7 +29,7 @@ namespace osu.Game.Rulesets.Taiko.Mods double beatLength = controlPointInfo.TimingPointAt(position).BeatLength; double speedMultiplier = controlPointInfo.DifficultyPointAt(position).SpeedMultiplier; - return originalSliderMultiplier * speedMultiplier * TimingControlPoint.DEFAULT_BEAT_LENGTH / beatLength; + return speedMultiplier * TimingControlPoint.DEFAULT_BEAT_LENGTH / beatLength; } protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) @@ -69,22 +57,6 @@ namespace osu.Game.Rulesets.Taiko.Mods } } - public void ReadFromDifficulty(BeatmapDifficulty difficulty) - { - } - - public void ApplyToDifficulty(BeatmapDifficulty difficulty) - { - // needs to be read after all processing has been run (TaikoBeatmapConverter applies an adjustment which would otherwise be omitted). - originalSliderMultiplier = difficulty.SliderMultiplier; - - // osu-stable has an added playfield cover that essentially forces a 4:3 playfield ratio, by cutting off all objects past that size. - // This is not yet implemented; instead a playfield adjustment container is present which maintains a 16:9 ratio. - // For now, increase the slider multiplier proportionally so that the notes stay on the screen for the same amount of time as on stable. - // Note that this means that the notes will scroll faster as they have a longer distance to travel on the screen in that same amount of time. - difficulty.SliderMultiplier /= hd_sv_scale; - } - public override void ApplyToBeatmap(IBeatmap beatmap) { controlPointInfo = beatmap.ControlPointInfo; From 8d999d30f6de986ac8758a9983a6c400606fb3b6 Mon Sep 17 00:00:00 2001 From: smoogipoo Date: Mon, 2 Aug 2021 20:38:46 +0900 Subject: [PATCH 4/4] Remove interface definition --- osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs b/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs index 8406ab8505..a6b3fe1cd9 100644 --- a/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs +++ b/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs @@ -12,7 +12,7 @@ using osu.Game.Rulesets.Taiko.Objects.Drawables; namespace osu.Game.Rulesets.Taiko.Mods { - public class TaikoModHidden : ModHidden, IApplicableToDifficulty + public class TaikoModHidden : ModHidden { public override string Description => @"Beats fade out before you hit them!"; public override double ScoreMultiplier => 1.06;