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mirror of https://github.com/ppy/osu.git synced 2024-09-22 04:07:25 +08:00

Adjust angle and sectionOffset calculations

This commit is contained in:
Pasi4K5 2022-08-13 03:11:58 +02:00
parent 8c624d3269
commit 7a41b9f25a

View File

@ -49,7 +49,7 @@ namespace osu.Game.Rulesets.Osu.Mods
{ {
if (shouldStartNewSection(osuBeatmap, positionInfos, i, 0.6f, 0.4f)) if (shouldStartNewSection(osuBeatmap, positionInfos, i, 0.6f, 0.4f))
{ {
sectionOffset = OsuHitObjectGenerationUtils.RandomGaussian(rng, 0, 0.001f); sectionOffset = OsuHitObjectGenerationUtils.RandomGaussian(rng, 0, 0.0008f);
flowDirection = !flowDirection; flowDirection = !flowDirection;
} }
@ -90,7 +90,7 @@ namespace osu.Game.Rulesets.Osu.Mods
/// <param name="flowDirection">Whether the relative angle should be positive or negative.</param> /// <param name="flowDirection">Whether the relative angle should be positive or negative.</param>
private static float getRelativeTargetAngle(float targetDistance, float offset, bool flowDirection) private static float getRelativeTargetAngle(float targetDistance, float offset, bool flowDirection)
{ {
float angle = (float)(2.16 / (1 + 200 * Math.Exp(0.036 * (targetDistance - 320))) + 0.5 + offset); float angle = (float)(2.16 / (1 + 200 * Math.Exp(0.036 * (targetDistance - 310))) + 0.5 + offset);
float relativeAngle = (float)Math.PI - angle; float relativeAngle = (float)Math.PI - angle;
return flowDirection ? -relativeAngle : relativeAngle; return flowDirection ? -relativeAngle : relativeAngle;
} }