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Replace CatchHitObject.X usage to EffectiveX and OriginalX
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@ -75,7 +75,7 @@ namespace osu.Game.Rulesets.Catch.Beatmaps
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case JuiceStream juiceStream:
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// Todo: BUG!! Stable used the last control point as the final position of the path, but it should use the computed path instead.
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lastPosition = juiceStream.X + juiceStream.Path.ControlPoints[^1].Position.Value.X;
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lastPosition = juiceStream.OriginalX + juiceStream.Path.ControlPoints[^1].Position.Value.X;
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// Todo: BUG!! Stable attempted to use the end time of the stream, but referenced it too early in execution and used the start time instead.
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lastStartTime = juiceStream.StartTime;
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@ -86,7 +86,7 @@ namespace osu.Game.Rulesets.Catch.Beatmaps
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catchObject.XOffset = 0;
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if (catchObject is TinyDroplet)
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catchObject.XOffset = Math.Clamp(rng.Next(-20, 20), -catchObject.X, CatchPlayfield.WIDTH - catchObject.X);
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catchObject.XOffset = Math.Clamp(rng.Next(-20, 20), -catchObject.OriginalX, CatchPlayfield.WIDTH - catchObject.OriginalX);
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else if (catchObject is Droplet)
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rng.Next(); // osu!stable retrieved a random droplet rotation
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}
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@ -100,7 +100,7 @@ namespace osu.Game.Rulesets.Catch.Beatmaps
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private static void applyHardRockOffset(CatchHitObject hitObject, ref float? lastPosition, ref double lastStartTime, FastRandom rng)
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{
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float offsetPosition = hitObject.X;
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float offsetPosition = hitObject.OriginalX;
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double startTime = hitObject.StartTime;
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if (lastPosition == null)
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@ -126,7 +126,7 @@ namespace osu.Game.Rulesets.Catch.Beatmaps
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if (positionDiff == 0)
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{
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applyRandomOffset(ref offsetPosition, timeDiff / 4d, rng);
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hitObject.XOffset = offsetPosition - hitObject.X;
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hitObject.XOffset = offsetPosition - hitObject.OriginalX;
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return;
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}
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@ -134,7 +134,7 @@ namespace osu.Game.Rulesets.Catch.Beatmaps
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if (Math.Abs(positionDiff) < timeDiff / 3)
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applyOffset(ref offsetPosition, positionDiff);
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hitObject.XOffset = offsetPosition - hitObject.X;
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hitObject.XOffset = offsetPosition - hitObject.OriginalX;
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lastPosition = offsetPosition;
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lastStartTime = startTime;
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@ -230,9 +230,9 @@ namespace osu.Game.Rulesets.Catch.Beatmaps
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currentObject.HyperDashTarget = null;
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currentObject.DistanceToHyperDash = 0;
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int thisDirection = nextObject.X > currentObject.X ? 1 : -1;
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int thisDirection = nextObject.EffectiveX > currentObject.EffectiveX ? 1 : -1;
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double timeToNext = nextObject.StartTime - currentObject.StartTime - 1000f / 60f / 4; // 1/4th of a frame of grace time, taken from osu-stable
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double distanceToNext = Math.Abs(nextObject.X - currentObject.X) - (lastDirection == thisDirection ? lastExcess : halfCatcherWidth);
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double distanceToNext = Math.Abs(nextObject.EffectiveX - currentObject.EffectiveX) - (lastDirection == thisDirection ? lastExcess : halfCatcherWidth);
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float distanceToHyper = (float)(timeToNext * Catcher.BASE_SPEED - distanceToNext);
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if (distanceToHyper < 0)
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