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Fix timing point truncation in legacy beatmap export
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@ -59,7 +59,25 @@ namespace osu.Game.Database
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};
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// Convert beatmap elements to be compatible with legacy format
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// So we truncate time and position values to integers, and convert paths with multiple segments to bezier curves
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// So we truncate time and position values to integers, and convert paths with multiple segments to Bézier curves
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// We must first truncate all timing points and move all objects in the timing section with it to ensure everything stays snapped
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for (int i = 0; i < playableBeatmap.ControlPointInfo.TimingPoints.Count; i++)
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{
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var timingPoint = playableBeatmap.ControlPointInfo.TimingPoints[i];
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double offset = Math.Floor(timingPoint.Time) - timingPoint.Time;
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double nextTimingPointTime = i + 1 < playableBeatmap.ControlPointInfo.TimingPoints.Count
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? playableBeatmap.ControlPointInfo.TimingPoints[i + 1].Time
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: double.PositiveInfinity;
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// Offset all control points in the timing section (including the current one)
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foreach (var controlPoint in playableBeatmap.ControlPointInfo.AllControlPoints.Where(o => o.Time >= timingPoint.Time && o.Time < nextTimingPointTime))
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controlPoint.Time += offset;
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// Offset all hit objects in the timing section
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foreach (var hitObject in playableBeatmap.HitObjects.Where(o => o.StartTime >= timingPoint.Time && o.StartTime < nextTimingPointTime))
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hitObject.StartTime += offset;
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}
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foreach (var controlPoint in playableBeatmap.ControlPointInfo.AllControlPoints)
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controlPoint.Time = Math.Floor(controlPoint.Time);
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