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Separate travel distance from jump distance
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@ -21,9 +21,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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public OsuHitObject BaseObject { get; }
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/// <summary>
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/// Normalized distance from the <see cref="OsuHitObject.StackedPosition"/> of the previous <see cref="OsuDifficultyHitObject"/>.
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/// Normalized distance from the end position of the previous <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public double Distance { get; private set; }
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public double JumpDistance { get; private set; }
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/// <summary>
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/// Normalized distance from the start position to the end position of the previous <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public double TravelDistance { get; private set; }
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/// <summary>
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/// Milliseconds elapsed since the StartTime of the previous <see cref="OsuDifficultyHitObject"/>.
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@ -51,10 +56,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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private void setDistances()
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{
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// We will scale distances by this factor, so we can assume a uniform CircleSize among beatmaps.
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double scalingFactor = normalized_radius / BaseObject.Radius;
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float scalingFactor = normalized_radius / (float)BaseObject.Radius;
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if (BaseObject.Radius < 30)
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{
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double smallCircleBonus = Math.Min(30 - BaseObject.Radius, 5) / 50;
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float smallCircleBonus = Math.Min(30 - (float)BaseObject.Radius, 5) / 50;
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scalingFactor *= 1 + smallCircleBonus;
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}
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@ -69,7 +74,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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lastTravelDistance = lastSlider.LazyTravelDistance;
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}
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Distance = (lastTravelDistance + (BaseObject.StackedPosition - lastCursorPosition).Length) * scalingFactor;
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JumpDistance = (BaseObject.StackedPosition - lastCursorPosition).Length * scalingFactor;
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TravelDistance = lastTravelDistance * scalingFactor;
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}
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private void setTimingValues()
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