mirror of
https://github.com/ppy/osu.git
synced 2025-01-26 12:45:09 +08:00
Provide a way to scale beat lengths relative to each other
This commit is contained in:
parent
7fd63b39fe
commit
d99c60adc7
@ -20,7 +20,13 @@ namespace osu.Game.Rulesets.Timing
|
||||
/// <summary>
|
||||
/// The aggregate multiplier which this <see cref="MultiplierControlPoint"/> provides.
|
||||
/// </summary>
|
||||
public double Multiplier => Velocity * DifficultyPoint.SpeedMultiplier * 1000 / TimingPoint.BeatLength;
|
||||
public double Multiplier => Velocity * DifficultyPoint.SpeedMultiplier * BaseBeatLength / TimingPoint.BeatLength;
|
||||
|
||||
/// <summary>
|
||||
/// The base beat length to scale the <see cref="TimingPoint"/> provided multiplier relative to.
|
||||
/// </summary>
|
||||
/// <example>For a <see cref="BaseBeatLength"/> of 1000, a <see cref="TimingPoint"/> with a beat length of 500 will increase the multiplier by 2.</example>
|
||||
public double BaseBeatLength = 1000;
|
||||
|
||||
/// <summary>
|
||||
/// The velocity multiplier.
|
||||
|
@ -69,6 +69,11 @@ namespace osu.Game.Rulesets.UI.Scrolling
|
||||
/// </summary>
|
||||
protected virtual bool UserScrollSpeedAdjustment => true;
|
||||
|
||||
/// <summary>
|
||||
/// Whether <see cref="TimingControlPoint"/> beat lengths should scale relative to the most common beat length in the <see cref="Beatmap"/>.
|
||||
/// </summary>
|
||||
protected virtual bool RelativeScaleBeatLengths => false;
|
||||
|
||||
/// <summary>
|
||||
/// Provides the default <see cref="MultiplierControlPoint"/>s that adjust the scrolling rate of <see cref="HitObject"/>s
|
||||
/// inside this <see cref="DrawableRuleset{TObject}"/>.
|
||||
@ -107,16 +112,35 @@ namespace osu.Game.Rulesets.UI.Scrolling
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
// Calculate default multiplier control points
|
||||
double lastObjectTime = (Objects.LastOrDefault() as IHasEndTime)?.EndTime ?? Objects.LastOrDefault()?.StartTime ?? double.MaxValue;
|
||||
double baseBeatLength = 1000;
|
||||
|
||||
if (RelativeScaleBeatLengths)
|
||||
{
|
||||
IReadOnlyList<TimingControlPoint> timingPoints = Beatmap.ControlPointInfo.TimingPoints;
|
||||
double maxDuration = 0;
|
||||
|
||||
for (int i = 0; i < timingPoints.Count; i++)
|
||||
{
|
||||
double endTime = i < timingPoints.Count - 1 ? timingPoints[i + 1].Time : lastObjectTime;
|
||||
double duration = endTime - timingPoints[i].Time;
|
||||
|
||||
if (duration > maxDuration)
|
||||
{
|
||||
maxDuration = duration;
|
||||
baseBeatLength = timingPoints[i].BeatLength;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Merge sequences of timing and difficulty control points to create the aggregate "multiplier" control point
|
||||
var lastTimingPoint = new TimingControlPoint();
|
||||
var lastDifficultyPoint = new DifficultyControlPoint();
|
||||
|
||||
// Merge timing + difficulty points
|
||||
var allPoints = new SortedList<ControlPoint>(Comparer<ControlPoint>.Default);
|
||||
allPoints.AddRange(Beatmap.ControlPointInfo.TimingPoints);
|
||||
allPoints.AddRange(Beatmap.ControlPointInfo.DifficultyPoints);
|
||||
|
||||
// Generate the timing points, making non-timing changes use the previous timing change
|
||||
// Generate the timing points, making non-timing changes use the previous timing change and vice-versa
|
||||
var timingChanges = allPoints.Select(c =>
|
||||
{
|
||||
var timingPoint = c as TimingControlPoint;
|
||||
@ -131,14 +155,13 @@ namespace osu.Game.Rulesets.UI.Scrolling
|
||||
return new MultiplierControlPoint(c.Time)
|
||||
{
|
||||
Velocity = Beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier,
|
||||
BaseBeatLength = baseBeatLength,
|
||||
TimingPoint = lastTimingPoint,
|
||||
DifficultyPoint = lastDifficultyPoint
|
||||
};
|
||||
});
|
||||
|
||||
double lastObjectTime = (Objects.LastOrDefault() as IHasEndTime)?.EndTime ?? Objects.LastOrDefault()?.StartTime ?? double.MaxValue;
|
||||
|
||||
// Perform some post processing of the timing changes
|
||||
// Trim unwanted sequences of timing changes
|
||||
timingChanges = timingChanges
|
||||
// Collapse sections after the last hit object
|
||||
.Where(s => s.StartTime <= lastObjectTime)
|
||||
@ -147,7 +170,6 @@ namespace osu.Game.Rulesets.UI.Scrolling
|
||||
|
||||
controlPoints.AddRange(timingChanges);
|
||||
|
||||
// If we have no control points, add a default one
|
||||
if (controlPoints.Count == 0)
|
||||
controlPoints.Add(new MultiplierControlPoint { Velocity = Beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier });
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user