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Rewrite time range computation logic to be completely based on stable code
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@ -16,7 +16,6 @@ using osu.Game.Replays;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Beatmaps;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Replays;
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using osu.Game.Rulesets.Timing;
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@ -36,6 +35,8 @@ namespace osu.Game.Rulesets.Taiko.UI
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public new TaikoInputManager KeyBindingInputManager => (TaikoInputManager)base.KeyBindingInputManager;
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protected new TaikoPlayfieldAdjustmentContainer PlayfieldAdjustmentContainer => (TaikoPlayfieldAdjustmentContainer)base.PlayfieldAdjustmentContainer;
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protected override bool UserScrollSpeedAdjustment => false;
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private SkinnableDrawable scroller;
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@ -68,22 +69,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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TimeRange.Value = ComputeTimeRange();
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}
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protected virtual double ComputeTimeRange()
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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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const float scroll_rate = 10;
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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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// We clamp the ratio to the maximum aspect ratio to keep scroll speed consistent on widths lower than the default.
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float ratio = Math.Max(DrawSize.X / 768f, TaikoPlayfieldAdjustmentContainer.MAXIMUM_ASPECT);
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// Stable internally increased the slider velocity of objects by a factor of `VELOCITY_MULTIPLIER`.
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// To simulate this, we shrink the time range by that factor here.
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// This, when combined with the rest of the scrolling ruleset machinery (see `MultiplierControlPoint` et al.),
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// has the effect of increasing each multiplier control point's multiplier by `VELOCITY_MULTIPLIER`, ensuring parity with stable.
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return (Playfield.HitObjectContainer.DrawWidth / ratio) * scroll_rate / TaikoBeatmapConverter.VELOCITY_MULTIPLIER;
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}
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protected virtual double ComputeTimeRange() => PlayfieldAdjustmentContainer.ComputeTimeRange();
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protected override void UpdateAfterChildren()
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{
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@ -4,6 +4,7 @@
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using System;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Taiko.Beatmaps;
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using osu.Game.Rulesets.UI;
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using osuTK;
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@ -14,6 +15,8 @@ namespace osu.Game.Rulesets.Taiko.UI
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public const float MAXIMUM_ASPECT = 16f / 9f;
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public const float MINIMUM_ASPECT = 5f / 4f;
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private const float stable_gamefield_height = 480f;
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public readonly IBindable<bool> LockPlayfieldAspectRange = new BindableBool(true);
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public TaikoPlayfieldAdjustmentContainer()
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@ -21,6 +24,9 @@ namespace osu.Game.Rulesets.Taiko.UI
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RelativeSizeAxes = Axes.X;
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RelativePositionAxes = Axes.Y;
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Height = TaikoPlayfield.BASE_HEIGHT;
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// Matches stable, see https://github.com/peppy/osu-stable-reference/blob/7519cafd1823f1879c0d9c991ba0e5c7fd3bfa02/osu!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L514
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Y = 135f / stable_gamefield_height;
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}
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protected override void Update()
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@ -28,8 +34,6 @@ namespace osu.Game.Rulesets.Taiko.UI
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base.Update();
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const float base_relative_height = TaikoPlayfield.BASE_HEIGHT / 768;
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// Matches stable, see https://github.com/peppy/osu-stable-reference/blob/7519cafd1823f1879c0d9c991ba0e5c7fd3bfa02/osu!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L514
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const float base_position = 135f / 480f;
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float relativeHeight = base_relative_height;
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@ -51,10 +55,38 @@ namespace osu.Game.Rulesets.Taiko.UI
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// Limit the maximum relative height of the playfield to one-third of available area to avoid it masking out on extreme resolutions.
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relativeHeight = Math.Min(relativeHeight, 1f / 3f);
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Y = base_position;
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Scale = new Vector2(Math.Max((Parent!.ChildSize.Y / 768f) * (relativeHeight / base_relative_height), 1f));
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Width = 1 / Scale.X;
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}
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public double ComputeTimeRange()
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{
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float currentAspect = Parent!.ChildSize.X / Parent!.ChildSize.Y;
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if (LockPlayfieldAspectRange.Value)
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currentAspect = Math.Clamp(currentAspect, MINIMUM_ASPECT, MAXIMUM_ASPECT);
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// in a game resolution of 1024x768, stable's scrolling system consists of objects being placed 600px (widthScaled - 40) away from their hit location.
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// however, the point at which the object renders at the end of the screen is exactly x=640, but stable makes the object start moving from beyond the screen instead of the boundary point.
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// therefore, in lazer we have to adjust the "in length" so that it's in a 640px->160px fashion before passing it down as a "time range".
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// see stable's "in length": https://github.com/peppy/osu-stable-reference/blob/013c3010a9d495e3471a9c59518de17006f9ad89/osu!/GameplayElements/HitObjectManagerTaiko.cs#L168
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const float stable_hit_location = 160f;
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float widthScaled = currentAspect * stable_gamefield_height;
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float inLength = widthScaled - stable_hit_location;
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// also in a game resolution of 1024x768, stable makes hit objects scroll from 760px->160px at a duration of 6000ms, divided by slider velocity (i.e. at a rate of 0.1px/ms)
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// compare: https://github.com/peppy/osu-stable-reference/blob/013c3010a9d495e3471a9c59518de17006f9ad89/osu!/GameplayElements/HitObjectManagerTaiko.cs#L218
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// note: the variable "sv", in the linked reference, is equivalent to MultiplierControlPoint.Multiplier * 100, but since time range is agnostic of velocity, we replace "sv" with 100 below.
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float inMsLength = inLength / 100 * 1000;
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// stable multiplies the slider velocity by 1.4x for certain reasons, divide the time range by that factor to achieve similar result.
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// for references on how the factor is applied to the time range, see:
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// 1. https://github.com/peppy/osu-stable-reference/blob/013c3010a9d495e3471a9c59518de17006f9ad89/osu!/GameplayElements/HitObjectManagerTaiko.cs#L79 (DifficultySliderMultiplier multiplied by 1.4x)
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// 2. https://github.com/peppy/osu-stable-reference/blob/013c3010a9d495e3471a9c59518de17006f9ad89/osu!/GameplayElements/HitObjectManager.cs#L468-L470 (DifficultySliderMultiplier used to calculate SliderScoringPointDistance)
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// 3. https://github.com/peppy/osu-stable-reference/blob/013c3010a9d495e3471a9c59518de17006f9ad89/osu!/GameplayElements/HitObjectManager.cs#L248-L250 (SliderScoringPointDistance used to calculate slider velocity, i.e. the "sv" variable from above)
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inMsLength /= TaikoBeatmapConverter.VELOCITY_MULTIPLIER;
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return inMsLength;
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}
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}
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}
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