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Small improvements
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@ -81,19 +81,18 @@ namespace osu.Game.Rulesets.Mania.Replays
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for (int i = 0; i < Beatmap.HitObjects.Count; i++)
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for (int i = 0; i < Beatmap.HitObjects.Count; i++)
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{
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{
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var currentObject = Beatmap.HitObjects[i];
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var currentObject = Beatmap.HitObjects[i];
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var nextObjectInTheSameColumn = getNextObjectInTheSameColumn(i);
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double endTime = (currentObject as IHasEndTime)?.EndTime ?? currentObject.StartTime;
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double endTime = (currentObject as IHasEndTime)?.EndTime ?? currentObject.StartTime;
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var nextObjectInTheSameColumn = getNextObjectInTheSameColumn(i);
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bool canDelayKeyUp = nextObjectInTheSameColumn == null ||
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bool canDelayKeyUp = nextObjectInTheSameColumn == null ||
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nextObjectInTheSameColumn.StartTime > endTime + KEY_UP_DELAY;
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nextObjectInTheSameColumn.StartTime > endTime + KEY_UP_DELAY;
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double releaseDelay = canDelayKeyUp ? RELEASE_DELAY : nextObjectInTheSameColumn.StartTime - endTime - 1;
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double calculatedDelay = canDelayKeyUp ? RELEASE_DELAY : (nextObjectInTheSameColumn.StartTime - endTime) * 0.9;
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yield return new HitPoint { Time = currentObject.StartTime, Column = currentObject.Column };
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yield return new HitPoint { Time = currentObject.StartTime, Column = currentObject.Column };
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yield return new ReleasePoint { Time = endTime + releaseDelay, Column = currentObject.Column };
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yield return new ReleasePoint { Time = endTime + calculatedDelay, Column = currentObject.Column };
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}
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}
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ManiaHitObject getNextObjectInTheSameColumn(int currentIndex)
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ManiaHitObject getNextObjectInTheSameColumn(int currentIndex)
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