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Merge pull request #22553 from OpenSauce04/taiko-stable-snapping

Snap Taiko hit objects to match Stable
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Dean Herbert 2023-02-09 23:28:21 +09:00 committed by GitHub
commit ab81397119
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3 changed files with 21 additions and 1 deletions

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@ -2,13 +2,15 @@
// See the LICENCE file in the repository root for full licence text.
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Rulesets.Taiko.UI;
using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Taiko.Mods
{
public class TaikoModClassic : ModClassic, IApplicableToDrawableRuleset<TaikoHitObject>
public class TaikoModClassic : ModClassic, IApplicableToDrawableRuleset<TaikoHitObject>, IApplicableToDrawableHitObject
{
public void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
{
@ -18,5 +20,11 @@ namespace osu.Game.Rulesets.Taiko.Mods
var playfield = (TaikoPlayfield)drawableRuleset.Playfield;
playfield.ClassicHitTargetPosition.Value = true;
}
public void ApplyToDrawableHitObject(DrawableHitObject drawable)
{
if (drawable is DrawableHit)
drawable.SnapJudgementLocation = true;
}
}
}

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@ -207,6 +207,9 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
const float gravity_time = 300;
const float gravity_travel_height = 200;
if (SnapJudgementLocation)
MainPiece.MoveToX(-X);
this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad);
this.MoveToY(-gravity_travel_height, gravity_time, Easing.Out)

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@ -662,6 +662,15 @@ namespace osu.Game.Rulesets.Objects.Drawables
/// </remarks>
public virtual double MaximumJudgementOffset => HitObject.HitWindows?.WindowFor(HitResult.Miss) ?? 0;
/// <summary>
/// Whether the location of the hit should be snapped to the hit target before animating.
/// </summary>
/// <remarks>
/// This is how osu-stable worked, but notably is not how TnT works.
/// It results in less visual feedback on hit accuracy.
/// </remarks>
public bool SnapJudgementLocation { get; set; }
/// <summary>
/// Applies the <see cref="Result"/> of this <see cref="DrawableHitObject"/>, notifying responders such as
/// the <see cref="ScoreProcessor"/> of the <see cref="JudgementResult"/>.