Fix drum rolls not being correctly converted to hitcircles.

This commit is contained in:
smoogipooo 2017-04-20 13:05:57 +09:00
parent 7dc8404cf6
commit 8facf473d1

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@ -98,11 +98,11 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
double osuDuration = distance / osuVelocity; double osuDuration = distance / osuVelocity;
// If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat // If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat
double tickSpacing = Math.Min(speedAdjustedBeatLength / beatmap.BeatmapInfo.Difficulty.SliderTickRate, taikoDuration / repeats) / 8; double tickSpacing = Math.Min(speedAdjustedBeatLength / beatmap.BeatmapInfo.Difficulty.SliderTickRate, taikoDuration / repeats);
if (tickSpacing > 0 && osuDuration < 2 * speedAdjustedBeatLength) if (tickSpacing > 0 && osuDuration < 2 * speedAdjustedBeatLength)
{ {
for (double j = obj.StartTime; j <= distanceData.EndTime + tickSpacing; j += tickSpacing) for (double j = obj.StartTime; j <= obj.StartTime + taikoDuration + tickSpacing / 8; j += tickSpacing)
{ {
// Todo: This should generate different type of hits (including strongs) // Todo: This should generate different type of hits (including strongs)
// depending on hitobject sound additions (not implemented fully yet) // depending on hitobject sound additions (not implemented fully yet)