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Reapply legacy taiko velocity multiplier in all relevant places
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@ -185,7 +185,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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else
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else
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beatLength = timingPoint.BeatLength;
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beatLength = timingPoint.BeatLength;
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double sliderScoringPointDistance = osu_base_scoring_distance * beatmap.Difficulty.SliderMultiplier / beatmap.Difficulty.SliderTickRate;
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double sliderScoringPointDistance = osu_base_scoring_distance * (beatmap.Difficulty.SliderMultiplier * LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER) / beatmap.Difficulty.SliderTickRate;
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// The velocity and duration of the taiko hit object - calculated as the velocity of a drum roll.
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// The velocity and duration of the taiko hit object - calculated as the velocity of a drum roll.
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double taikoVelocity = sliderScoringPointDistance * beatmap.Difficulty.SliderTickRate;
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double taikoVelocity = sliderScoringPointDistance * beatmap.Difficulty.SliderTickRate;
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@ -51,7 +51,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
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EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
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EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
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double scoringDistance = base_distance * difficulty.SliderMultiplier * effectPoint.ScrollSpeed;
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double scoringDistance = base_distance * (difficulty.SliderMultiplier * LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER) * effectPoint.ScrollSpeed;
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Velocity = scoringDistance / timingPoint.BeatLength;
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Velocity = scoringDistance / timingPoint.BeatLength;
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TickRate = difficulty.SliderTickRate == 3 ? 3 : 4;
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TickRate = difficulty.SliderTickRate == 3 ? 3 : 4;
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@ -10,6 +10,7 @@ using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Framework.Input;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Configuration;
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using osu.Game.Configuration;
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using osu.Game.Input.Handlers;
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using osu.Game.Input.Handlers;
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using osu.Game.Replays;
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using osu.Game.Replays;
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@ -70,7 +71,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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protected virtual double ComputeTimeRange()
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protected virtual double ComputeTimeRange()
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{
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{
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// Taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened.
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// Taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened.
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const float scroll_rate = 10;
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const float scroll_rate = 10 / LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER;
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// Since the time range will depend on a positional value, it is referenced to the x480 pixel space.
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// Since the time range will depend on a positional value, it is referenced to the x480 pixel space.
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// Width is used because it defines how many notes fit on the playfield.
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// Width is used because it defines how many notes fit on the playfield.
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