Rename PreEmpt to ScrollTime and remove VelocityMultiplier for now.

This commit is contained in:
Dean Herbert
2017-04-05 11:48:19 +09:00
parent a5cb233975
commit 1b2713239a
5 changed files with 16 additions and 21 deletions

View File

@ -15,19 +15,14 @@ namespace osu.Game.Modes.Taiko.Objects
public const float CIRCLE_RADIUS = 42f;
/// <summary>
/// Time (in milliseconds) to scroll in the hit object with a speed-adjusted beat length of 1 second.
/// The time taken from the initial (off-screen) spawn position to the centre of the hit target for a <see cref="ControlPoint.BeatLength"/> of 1000ms.
/// </summary>
public const double BASE_SCROLL_TIME = 6000;
public const double SCROLL_TIME = 6000;
/// <summary>
/// The velocity multiplier applied to this hit object.
/// Our adjusted <see cref="SCROLL_TIME"/> taking into consideration local <see cref="ControlPoint.BeatLength"/> and other speed multipliers.
/// </summary>
public float VelocityMultiplier = 1;
/// <summary>
/// The time from the initial right (off-screen) spawn position to the centre of the hit target.
/// </summary>
public double PreEmpt;
public double ScrollTime;
/// <summary>
/// Whether this HitObject is a "strong" type.
@ -44,7 +39,7 @@ namespace osu.Game.Modes.Taiko.Objects
{
base.ApplyDefaults(timing, difficulty);
PreEmpt = BASE_SCROLL_TIME / difficulty.SliderMultiplier * timing.BeatLengthAt(StartTime) * timing.SpeedMultiplierAt(StartTime) / VelocityMultiplier / 1000;
ScrollTime = SCROLL_TIME / difficulty.SliderMultiplier * timing.BeatLengthAt(StartTime) * timing.SpeedMultiplierAt(StartTime) / 1000;
ControlPoint overridePoint;
Kiai = timing.TimingPointAt(StartTime, out overridePoint).KiaiMode;