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Make TravelDistance/TravelTime apply to the current object
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@ -39,12 +39,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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public double MovementTime { get; private set; }
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/// <summary>
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/// Normalized distance between the start and end position of the previous <see cref="OsuDifficultyHitObject"/>.
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/// Normalized distance between the start and end position of this <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 start time of the previous <see cref="OsuDifficultyHitObject"/> to the end time of the same previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// Milliseconds elapsed between the start and end time of this <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// </summary>
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public double TravelTime { get; private set; }
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@ -84,15 +84,23 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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scalingFactor *= 1 + smallCircleBonus;
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}
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if (BaseObject is Slider currentSlider)
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{
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computeSliderCursorPosition(currentSlider);
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TravelDistance = currentSlider.LazyTravelDistance;
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TravelTime = Math.Max(currentSlider.LazyTravelTime / clockRate, min_delta_time);
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}
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Vector2 lastCursorPosition = getEndCursorPosition(lastObject);
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JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
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MovementTime = StrainTime;
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MovementDistance = JumpDistance;
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if (lastObject is Slider lastSlider)
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{
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computeSliderCursorPosition(lastSlider);
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TravelDistance = lastSlider.LazyTravelDistance;
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TravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time);
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MovementTime = Math.Max(StrainTime - TravelTime, min_delta_time);
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double lastTravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time);
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MovementTime = Math.Max(MovementTime - lastTravelTime, min_delta_time);
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// Jump distance from the slider tail to the next object, as opposed to the lazy position of JumpDistance.
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float tailJumpDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor;
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@ -102,12 +110,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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// In such cases, a leniency is applied by also considering the jump distance from the tail of the slider, and taking the minimum jump distance.
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// Additional distance is removed based on position of jump relative to slider follow circle radius.
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// JumpDistance is the leniency distance beyond the assumed_slider_radius. tailJumpDistance is maximum_slider_radius since the full distance of radial leniency is still possible.
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MovementDistance = Math.Max(0, Math.Min(JumpDistance - (maximum_slider_radius - assumed_slider_radius), tailJumpDistance - maximum_slider_radius));
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}
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else
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{
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MovementTime = StrainTime;
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MovementDistance = JumpDistance;
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MovementDistance = Math.Max(0, Math.Min(MovementDistance - (maximum_slider_radius - assumed_slider_radius), tailJumpDistance - maximum_slider_radius));
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}
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if (lastLastObject != null && !(lastLastObject is Spinner))
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