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https://github.com/osukey/osukey.git
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Replace CatchHitObject.X usage to EffectiveX and OriginalX
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@ -84,7 +84,7 @@ namespace osu.Game.Rulesets.Catch.Tests
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public float Position
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{
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get => HitObject?.X ?? position;
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get => HitObject?.EffectiveX ?? position;
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set => position = value;
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}
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@ -44,7 +44,7 @@ namespace osu.Game.Rulesets.Catch.Tests
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private void attemptCatch(Fruit fruit)
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{
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fruit.X += catcher.X;
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fruit.OriginalX += catcher.X;
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fruit.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty
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{
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CircleSize = circleSize
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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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@ -32,8 +32,8 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
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// We will scale everything by this factor, so we can assume a uniform CircleSize among beatmaps.
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var scalingFactor = normalized_hitobject_radius / halfCatcherWidth;
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NormalizedPosition = BaseObject.X * scalingFactor;
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LastNormalizedPosition = LastObject.X * scalingFactor;
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NormalizedPosition = BaseObject.EffectiveX * scalingFactor;
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LastNormalizedPosition = LastObject.EffectiveX * scalingFactor;
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// Every strain interval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure
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StrainTime = Math.Max(40, DeltaTime);
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@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawables
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protected override double InitialLifetimeOffset => HitObject.TimePreempt;
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protected override float SamplePlaybackPosition => HitObject.X / CatchPlayfield.WIDTH;
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protected override float SamplePlaybackPosition => HitObject.EffectiveX / CatchPlayfield.WIDTH;
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public int RandomSeed => HitObject?.RandomSeed ?? 0;
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@ -75,7 +75,7 @@ namespace osu.Game.Rulesets.Catch.Objects
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AddNested(new TinyDroplet
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{
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StartTime = t + lastEvent.Value.Time,
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X = X + Path.PositionAt(
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X = OriginalX + Path.PositionAt(
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lastEvent.Value.PathProgress + (t / sinceLastTick) * (e.PathProgress - lastEvent.Value.PathProgress)).X,
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});
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}
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@ -93,7 +93,7 @@ namespace osu.Game.Rulesets.Catch.Objects
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{
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Samples = dropletSamples,
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StartTime = e.Time,
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X = X + Path.PositionAt(e.PathProgress).X,
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X = OriginalX + Path.PositionAt(e.PathProgress).X,
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});
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break;
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@ -104,14 +104,14 @@ namespace osu.Game.Rulesets.Catch.Objects
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{
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Samples = this.GetNodeSamples(nodeIndex++),
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StartTime = e.Time,
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X = X + Path.PositionAt(e.PathProgress).X,
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X = OriginalX + Path.PositionAt(e.PathProgress).X,
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});
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break;
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}
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}
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}
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public float EndX => X + this.CurvePositionAt(1).X;
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public float EndX => OriginalX + this.CurvePositionAt(1).X;
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public double Duration
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{
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@ -42,7 +42,7 @@ namespace osu.Game.Rulesets.Catch.Replays
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void moveToNext(PalpableCatchHitObject h)
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{
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float positionChange = Math.Abs(lastPosition - h.X);
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float positionChange = Math.Abs(lastPosition - h.EffectiveX);
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double timeAvailable = h.StartTime - lastTime;
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// So we can either make it there without a dash or not.
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@ -56,7 +56,7 @@ namespace osu.Game.Rulesets.Catch.Replays
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// todo: get correct catcher size, based on difficulty CS.
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const float catcher_width_half = CatcherArea.CATCHER_SIZE * 0.3f * 0.5f;
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if (lastPosition - catcher_width_half < h.X && lastPosition + catcher_width_half > h.X)
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if (lastPosition - catcher_width_half < h.EffectiveX && lastPosition + catcher_width_half > h.EffectiveX)
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{
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// we are already in the correct range.
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lastTime = h.StartTime;
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@ -66,12 +66,12 @@ namespace osu.Game.Rulesets.Catch.Replays
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if (impossibleJump)
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{
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addFrame(h.StartTime, h.X);
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addFrame(h.StartTime, h.EffectiveX);
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}
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else if (h.HyperDash)
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{
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addFrame(h.StartTime - timeAvailable, lastPosition);
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addFrame(h.StartTime, h.X);
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addFrame(h.StartTime, h.EffectiveX);
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}
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else if (dashRequired)
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{
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@ -80,23 +80,23 @@ namespace osu.Game.Rulesets.Catch.Replays
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double timeWeNeedToSave = timeAtNormalSpeed - timeAvailable;
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double timeAtDashSpeed = timeWeNeedToSave / 2;
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float midPosition = (float)Interpolation.Lerp(lastPosition, h.X, (float)timeAtDashSpeed / timeAvailable);
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float midPosition = (float)Interpolation.Lerp(lastPosition, h.EffectiveX, (float)timeAtDashSpeed / timeAvailable);
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// dash movement
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addFrame(h.StartTime - timeAvailable + 1, lastPosition, true);
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addFrame(h.StartTime - timeAvailable + timeAtDashSpeed, midPosition);
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addFrame(h.StartTime, h.X);
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addFrame(h.StartTime, h.EffectiveX);
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}
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else
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{
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double timeBefore = positionChange / movement_speed;
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addFrame(h.StartTime - timeBefore, lastPosition);
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addFrame(h.StartTime, h.X);
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addFrame(h.StartTime, h.EffectiveX);
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}
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lastTime = h.StartTime;
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lastPosition = h.X;
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lastPosition = h.EffectiveX;
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}
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foreach (var obj in Beatmap.HitObjects)
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@ -216,7 +216,7 @@ namespace osu.Game.Rulesets.Catch.UI
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var halfCatchWidth = catchWidth * 0.5f;
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// this stuff wil disappear once we move fruit to non-relative coordinate space in the future.
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var catchObjectPosition = fruit.X;
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var catchObjectPosition = fruit.EffectiveX;
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var catcherPosition = Position.X;
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return catchObjectPosition >= catcherPosition - halfCatchWidth &&
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@ -250,10 +250,10 @@ namespace osu.Game.Rulesets.Catch.UI
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{
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var target = hitObject.HyperDashTarget;
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var timeDifference = target.StartTime - hitObject.StartTime;
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double positionDifference = target.X - X;
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double positionDifference = target.EffectiveX - X;
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var velocity = positionDifference / Math.Max(1.0, timeDifference - 1000.0 / 60.0);
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SetHyperDashState(Math.Abs(velocity), target.X);
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SetHyperDashState(Math.Abs(velocity), target.EffectiveX);
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}
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else
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SetHyperDashState();
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