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Fix editing juice stream path sometimes changing its duration
I'm not *super* sure why this works, but it appears to, and my educated guess as to why is that it counteracts the effects of a change in the SV of the juice stream by artificially increasing or decreasing the velocity when running the appropriate path conversions and expected distance calculations. The actual SV change takes effect on the next default application, which is triggered by the `Update()` call at the end of the method.
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@ -107,15 +107,22 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
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//
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// The value is clamped here by the bindable min and max values.
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// In case the required velocity is too large, the path is not preserved.
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double previousVelocity = svBindable.Value;
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svBindable.Value = Math.Ceiling(requiredVelocity / svToVelocityFactor);
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path.ConvertToSliderPath(hitObject.Path, hitObject.LegacyConvertedY, hitObject.Velocity);
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// adjust velocity locally, so that once the SV change is applied by applying defaults
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// (triggered by `EditorBeatmap.Update()` call at end of method),
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// it results in the outcome desired by the user.
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double relativeChange = svBindable.Value / previousVelocity;
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double localVelocity = hitObject.Velocity * relativeChange;
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path.ConvertToSliderPath(hitObject.Path, hitObject.LegacyConvertedY, localVelocity);
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if (beatSnapProvider == null) return;
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double endTime = hitObject.StartTime + path.Duration;
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double snappedEndTime = beatSnapProvider.SnapTime(endTime, hitObject.StartTime);
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hitObject.Path.ExpectedDistance.Value = (snappedEndTime - hitObject.StartTime) * hitObject.Velocity;
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hitObject.Path.ExpectedDistance.Value = (snappedEndTime - hitObject.StartTime) * localVelocity;
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EditorBeatmap?.Update(hitObject);
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}
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