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6afdf99df8
The quirks in question being that lazer's hit windows in mania preceding this change are used in stable *if and only if* Score V2 is active. If Score V2 is *not* active, stable has two disparate other sets of hit window ranges, dependent on whether the beatmap is a convert or not. With this commit, those hit windows are used in lazer when the Classic mod is active. Open points for discussion would be: - What does this mean for plays already set on lazer using the Classic mod? Are there even enough of them to care about? Also, on `master` the Classic mod does precisely nothing, so maybe such scores should just have Classic mod stripped from them? - What does this mean for the mod multiplier of Classic in mania? (I don't expect an answer to this one.)
38 lines
1.4 KiB
C#
38 lines
1.4 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Bindables;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Scoring;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Mania.Mods
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{
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/// <summary>
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/// May be attached to rate-adjustment mods to adjust hit windows adjust relative to gameplay rate.
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/// </summary>
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/// <remarks>
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/// Historically, in osu!mania, hit windows are expected to adjust relative to the gameplay rate such that the real-world hit window remains the same.
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/// </remarks>
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public interface IManiaRateAdjustmentMod : IApplicableToHitObject
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{
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BindableNumber<double> SpeedChange { get; }
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void IApplicableToHitObject.ApplyToHitObject(HitObject hitObject)
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{
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switch (hitObject)
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{
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case Note:
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((ManiaHitWindows)hitObject.HitWindows).SpeedMultiplier = SpeedChange.Value;
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break;
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case HoldNote hold:
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((ManiaHitWindows)hold.Head.HitWindows).SpeedMultiplier = SpeedChange.Value;
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((ManiaHitWindows)hold.Tail.HitWindows).SpeedMultiplier = SpeedChange.Value;
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break;
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}
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}
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}
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}
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