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Use correct HitWindows class for osu!taiko hit windows in difficulty calculator (#31579)

* Use correct `HitWindows` class for osu!taiko hit windows in difficulty calculator

* Remove redundant (and incorrect) hit window creation

* Balance rhythm against hit window changes
This commit is contained in:
James Wilson 2025-01-20 12:04:31 +00:00 committed by GitHub
parent 22e839d62b
commit a77dfb1068
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GPG Key ID: B5690EEEBB952194
2 changed files with 2 additions and 5 deletions

View File

@ -120,7 +120,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
intervalDifficulty *= DifficultyCalculationUtils.Logistic(
durationDifference / hitWindow,
midpointOffset: 0.7,
multiplier: 1.5,
multiplier: 1.0,
maxValue: 1);
}
}

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@ -43,7 +43,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
{
HitWindows hitWindows = new HitWindows();
HitWindows hitWindows = new TaikoHitWindows();
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
isConvert = beatmap.BeatmapInfo.Ruleset.OnlineID == 0;
@ -68,9 +68,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
{
var hitWindows = new HitWindows();
hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
var difficultyHitObjects = new List<DifficultyHitObject>();
var centreObjects = new List<TaikoDifficultyHitObject>();
var rimObjects = new List<TaikoDifficultyHitObject>();