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Merge branch 'aim-refactor-velocity' into aim-refactor-ppcalc
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a8d4d7ca2d
@ -157,7 +157,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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// For hitobjects which continue in the direction of the slider, the player will normally follow through the slider,
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// For hitobjects which continue in the direction of the slider, the player will normally follow through the slider,
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// such that they're not jumping from the lazy position but rather from very close to (or the end of) the slider.
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// such that they're not jumping from the lazy position but rather from very close to (or the end of) the slider.
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// In such cases, a leniency is applied by also considering the jump distance from the tail of the slider, and taking the minimum jump distance.
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// In such cases, a leniency is applied by also considering the jump distance from the tail of the slider, and taking the minimum jump distance.
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MovementDistance = Math.Min(JumpDistance, tailJumpDistance);
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// Additional distance is removed based on position of jump relative to slider follow circle radius.
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// JumpDistance is 50 since follow radius = 1.4 * radius. tailJumpDistance is 120 since the full distance of radial leniency is still possible.
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MovementDistance = Math.Max(0, Math.Min(JumpDistance - 50, tailJumpDistance - 120));
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}
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}
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else
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else
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{
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{
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