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Simplify objects depth calculation

This commit is contained in:
Andrei Zavatski 2023-12-03 17:15:52 +03:00
parent ebcde63caa
commit b90000f7b7

View File

@ -7,6 +7,7 @@ using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Framework.Utils;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
@ -126,8 +127,7 @@ namespace osu.Game.Rulesets.Osu.Mods
var hitObject = (OsuHitObject)drawable.HitObject;
double appearTime = hitObject.StartTime - hitObject.TimePreempt;
double moveDuration = hitObject.TimePreempt;
float z = time > appearTime + moveDuration ? 0 : (MaxDepth.Value - (float)((time - appearTime) / moveDuration * MaxDepth.Value));
float z = Interpolation.ValueAt(Math.Clamp(time, appearTime, hitObject.StartTime), MaxDepth.Value, 0f, appearTime, hitObject.StartTime);
float d = mappedDepth(z);
drawable.Position = positionAtDepth(d, hitObject.Position);