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Fix ticks being created after the end of drum rolls in osu!taiko editor

Closes https://github.com/ppy/osu/issues/23135.
This commit is contained in:
Dean Herbert 2023-06-06 16:31:57 +09:00
parent eaf5813d1b
commit b096e03a57

View File

@ -1,11 +1,10 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using osu.Game.Rulesets.Objects.Types;
using System.Threading;
using osu.Framework.Bindables;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Beatmaps.Formats;
@ -86,7 +85,10 @@ namespace osu.Game.Rulesets.Taiko.Objects
bool first = true;
for (double t = StartTime; t < EndTime + tickSpacing / 2; t += tickSpacing)
// TODO: this implementation of drum roll tick does not match stable.
// Stable uses next-object intrinsics to decide whether the end of a drum roll gets a tick.
// It also changes the rate of ticks based on BPM. This is quite important.
for (double t = StartTime; Precision.AlmostBigger(EndTime, t, 1); t += tickSpacing)
{
cancellationToken.ThrowIfCancellationRequested();