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Reapply legacy taiko velocity multiplier in all relevant places

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Dean Herbert 2023-12-06 14:57:52 +09:00
parent 1cb3c710ba
commit 8a0d152bcf
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3 changed files with 4 additions and 3 deletions

View File

@ -185,7 +185,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
else else
beatLength = timingPoint.BeatLength; beatLength = timingPoint.BeatLength;
double sliderScoringPointDistance = osu_base_scoring_distance * beatmap.Difficulty.SliderMultiplier / beatmap.Difficulty.SliderTickRate; double sliderScoringPointDistance = osu_base_scoring_distance * (beatmap.Difficulty.SliderMultiplier * LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER) / beatmap.Difficulty.SliderTickRate;
// The velocity and duration of the taiko hit object - calculated as the velocity of a drum roll. // The velocity and duration of the taiko hit object - calculated as the velocity of a drum roll.
double taikoVelocity = sliderScoringPointDistance * beatmap.Difficulty.SliderTickRate; double taikoVelocity = sliderScoringPointDistance * beatmap.Difficulty.SliderTickRate;

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@ -51,7 +51,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime); TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime); EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
double scoringDistance = base_distance * difficulty.SliderMultiplier * effectPoint.ScrollSpeed; double scoringDistance = base_distance * (difficulty.SliderMultiplier * LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER) * effectPoint.ScrollSpeed;
Velocity = scoringDistance / timingPoint.BeatLength; Velocity = scoringDistance / timingPoint.BeatLength;
TickRate = difficulty.SliderTickRate == 3 ? 3 : 4; TickRate = difficulty.SliderTickRate == 3 ? 3 : 4;

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@ -10,6 +10,7 @@ using osu.Framework.Bindables;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Input; using osu.Framework.Input;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Formats;
using osu.Game.Configuration; using osu.Game.Configuration;
using osu.Game.Input.Handlers; using osu.Game.Input.Handlers;
using osu.Game.Replays; using osu.Game.Replays;
@ -70,7 +71,7 @@ namespace osu.Game.Rulesets.Taiko.UI
protected virtual double ComputeTimeRange() protected virtual double ComputeTimeRange()
{ {
// Taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened. // Taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened.
const float scroll_rate = 10; const float scroll_rate = 10 / LegacyBeatmapEncoder.LEGACY_TAIKO_VELOCITY_MULTIPLIER;
// Since the time range will depend on a positional value, it is referenced to the x480 pixel space. // Since the time range will depend on a positional value, it is referenced to the x480 pixel space.
// Width is used because it defines how many notes fit on the playfield. // Width is used because it defines how many notes fit on the playfield.