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Merge pull request #22325 from sw1tchbl4d3r/sv_scaling

Move fixed scroll speed change out of classic mod for taiko
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Dean Herbert 2023-01-25 12:55:43 +09:00 committed by GitHub
commit b182178340
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2 changed files with 15 additions and 19 deletions

View File

@ -1,7 +1,6 @@
// 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.
using System.Diagnostics;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.UI;
@ -9,30 +8,15 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Taiko.Mods
{
public class TaikoModClassic : ModClassic, IApplicableToDrawableRuleset<TaikoHitObject>, IUpdatableByPlayfield
public class TaikoModClassic : ModClassic, IApplicableToDrawableRuleset<TaikoHitObject>
{
private DrawableTaikoRuleset? drawableTaikoRuleset;
public void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
{
drawableTaikoRuleset = (DrawableTaikoRuleset)drawableRuleset;
var drawableTaikoRuleset = (DrawableTaikoRuleset)drawableRuleset;
drawableTaikoRuleset.LockPlayfieldMaxAspect.Value = false;
var playfield = (TaikoPlayfield)drawableRuleset.Playfield;
playfield.ClassicHitTargetPosition.Value = true;
}
public void Update(Playfield playfield)
{
Debug.Assert(drawableTaikoRuleset != null);
// Classic taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened.
const float scroll_rate = 10;
// Since the time range will depend on a positional value, it is referenced to the x480 pixel space.
float ratio = drawableTaikoRuleset.DrawHeight / 480;
drawableTaikoRuleset.TimeRange.Value = (playfield.HitObjectContainer.DrawWidth / ratio) * scroll_rate;
}
}
}

View File

@ -43,7 +43,6 @@ namespace osu.Game.Rulesets.Taiko.UI
: base(ruleset, beatmap, mods)
{
Direction.Value = ScrollingDirection.Left;
TimeRange.Value = 7000;
}
[BackgroundDependencyLoader]
@ -60,6 +59,19 @@ namespace osu.Game.Rulesets.Taiko.UI
KeyBindingInputManager.Add(new DrumTouchInputArea());
}
protected override void Update()
{
base.Update();
// Taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened.
const float scroll_rate = 10;
// Since the time range will depend on a positional value, it is referenced to the x480 pixel space.
float ratio = DrawHeight / 480;
TimeRange.Value = (Playfield.HitObjectContainer.DrawWidth / ratio) * scroll_rate;
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();