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Move scoring distance constant to a central/shared location
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@ -10,11 +10,6 @@ namespace osu.Game.Rulesets.Osu.Edit
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{
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public class OsuDistanceSnapGrid : CircularDistanceSnapGrid
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{
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/// <summary>
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/// Scoring distance with a speed-adjusted beat length of 1 second.
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/// </summary>
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private const float base_scoring_distance = 100;
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public OsuDistanceSnapGrid(OsuHitObject hitObject)
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: base(hitObject, hitObject.StackedEndPosition)
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{
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@ -25,7 +20,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(time);
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DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(time);
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double scoringDistance = base_scoring_distance * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;
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double scoringDistance = OsuHitObject.BASE_SCORING_DISTANCE * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;
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return (float)(scoringDistance / timingPoint.BeatLength);
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}
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@ -14,8 +14,16 @@ namespace osu.Game.Rulesets.Osu.Objects
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{
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public abstract class OsuHitObject : HitObject, IHasComboInformation, IHasPosition
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{
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/// <summary>
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/// The radius of hit objects (ie. the radius of a <see cref="HitCircle"/>).
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/// </summary>
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public const float OBJECT_RADIUS = 64;
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/// <summary>
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/// Scoring distance with a speed-adjusted beat length of 1 second (ie. the speed slider balls move through their track).
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/// </summary>
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internal const float BASE_SCORING_DISTANCE = 100;
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public double TimePreempt = 600;
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public double TimeFadeIn = 400;
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@ -19,11 +19,6 @@ namespace osu.Game.Rulesets.Osu.Objects
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{
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public class Slider : OsuHitObject, IHasCurve
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{
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/// <summary>
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/// Scoring distance with a speed-adjusted beat length of 1 second.
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/// </summary>
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private const float base_scoring_distance = 100;
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public double EndTime => StartTime + this.SpanCount() * Path.Distance / Velocity;
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public double Duration => EndTime - StartTime;
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@ -123,7 +118,7 @@ namespace osu.Game.Rulesets.Osu.Objects
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
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DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(StartTime);
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double scoringDistance = base_scoring_distance * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;
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double scoringDistance = BASE_SCORING_DISTANCE * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;
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Velocity = scoringDistance / timingPoint.BeatLength;
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TickDistance = scoringDistance / difficulty.SliderTickRate * TickDistanceMultiplier;
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