mirror of
https://github.com/ppy/osu.git
synced 2024-12-14 10:52:53 +08:00
Consider slider lengths as part of Distance
This commit is contained in:
parent
9260f5b64e
commit
eb03b0db30
@ -46,10 +46,16 @@ namespace osu.Game.Rulesets.Osu.Objects
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The position of the cursor at the point of completion of this <see cref="OsuHitObject"/>.
|
||||
/// This is set and used by difficulty calculation.
|
||||
/// The position of the cursor at the point of completion of this <see cref="Slider"/> if it was hit
|
||||
/// with as few movements as possible. This is set and used by difficulty calculation.
|
||||
/// </summary>
|
||||
internal Vector2? CursorPosition;
|
||||
internal Vector2? LazyEndPosition;
|
||||
|
||||
/// <summary>
|
||||
/// The distance travelled by the cursor upon completion of this <see cref="Slider"/> if it was hit
|
||||
/// with as few movements as possible. This is set and used by difficulty calculation.
|
||||
/// </summary>
|
||||
internal float LazyTravelDistance;
|
||||
|
||||
public List<SampleInfoList> RepeatSamples { get; set; } = new List<SampleInfoList>();
|
||||
public int RepeatCount { get; set; } = 1;
|
||||
|
@ -64,15 +64,17 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
|
||||
}
|
||||
|
||||
Vector2 lastCursorPosition = t[1].StackedPosition;
|
||||
float lastTravelDistance = 0;
|
||||
|
||||
var lastSlider = t[1] as Slider;
|
||||
if (lastSlider != null)
|
||||
{
|
||||
computeSliderCursorPosition(lastSlider);
|
||||
lastCursorPosition = lastSlider.CursorPosition ?? lastCursorPosition;
|
||||
lastCursorPosition = lastSlider.LazyEndPosition ?? lastCursorPosition;
|
||||
lastTravelDistance = lastSlider.LazyTravelDistance;
|
||||
}
|
||||
|
||||
Distance = (BaseObject.StackedPosition - lastCursorPosition).Length * scalingFactor;
|
||||
Distance = (lastTravelDistance + (BaseObject.StackedPosition - lastCursorPosition).Length) * scalingFactor;
|
||||
}
|
||||
|
||||
private void setTimingValues()
|
||||
@ -84,14 +86,14 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
|
||||
|
||||
private void computeSliderCursorPosition(Slider slider)
|
||||
{
|
||||
if (slider.CursorPosition != null)
|
||||
if (slider.LazyEndPosition != null)
|
||||
return;
|
||||
slider.CursorPosition = slider.StackedPosition;
|
||||
slider.LazyEndPosition = slider.StackedPosition;
|
||||
|
||||
float approxFollowCircleRadius = (float)(slider.Radius * 3);
|
||||
var computeVertex = new Action<double>(t =>
|
||||
{
|
||||
var diff = slider.PositionAt(t) - slider.CursorPosition.Value;
|
||||
var diff = slider.PositionAt(t) - slider.LazyEndPosition.Value;
|
||||
float dist = diff.Length;
|
||||
|
||||
if (dist > approxFollowCircleRadius)
|
||||
@ -99,7 +101,8 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
|
||||
// The cursor would be outside the follow circle, we need to move it
|
||||
diff.Normalize(); // Obtain direction of diff
|
||||
dist -= approxFollowCircleRadius;
|
||||
slider.CursorPosition += diff * dist;
|
||||
slider.LazyEndPosition += diff * dist;
|
||||
slider.LazyTravelDistance += dist;
|
||||
}
|
||||
});
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user