Fixes hyperdash computation (for nested objects)

This commit is contained in:
Hanamuke
2018-09-12 19:48:35 +02:00
parent 5e5a74293e
commit a3c3bfb1a8
2 changed files with 26 additions and 23 deletions

View File

@ -74,42 +74,43 @@ namespace osu.Game.Rulesets.Catch.Beatmaps
private void initialiseHyperDash(List<CatchHitObject> objects) private void initialiseHyperDash(List<CatchHitObject> objects)
{ {
// todo: add difficulty adjust. if (objects.Count == 0)
double halfCatcherWidth = CatcherArea.CATCHER_SIZE * (objects.FirstOrDefault()?.Scale ?? 1) / CatchPlayfield.BASE_WIDTH / 2; return;
List<CatchHitObject> objectWithDroplets = new List<CatchHitObject>();
foreach (var currentObject in objects)
{
if (currentObject is Fruit)
objectWithDroplets.Add(currentObject);
if (currentObject is JuiceStream)
foreach (var currentJuiceElement in currentObject.NestedHitObjects)
if (!(currentJuiceElement is TinyDroplet))
objectWithDroplets.Add((CatchHitObject)currentJuiceElement);
}
double halfCatcherWidth = CatcherArea.CATCHER_SIZE * objectWithDroplets[0].Scale / CatchPlayfield.BASE_WIDTH / 2;
int lastDirection = 0; int lastDirection = 0;
double lastExcess = halfCatcherWidth; double lastExcess = halfCatcherWidth;
int objCount = objects.Count; for (int i = 0; i < objectWithDroplets.Count - 1; i++)
for (int i = 0; i < objCount - 1; i++)
{ {
CatchHitObject currentObject = objects[i]; CatchHitObject currentObject = objectWithDroplets[i];
CatchHitObject nextObject = objectWithDroplets[i + 1];
// not needed?
// if (currentObject is TinyDroplet) continue;
CatchHitObject nextObject = objects[i + 1];
// while (nextObject is TinyDroplet)
// {
// if (++i == objCount - 1) break;
// nextObject = objects[i + 1];
// }
int thisDirection = nextObject.X > currentObject.X ? 1 : -1; int thisDirection = nextObject.X > currentObject.X ? 1 : -1;
double timeToNext = nextObject.StartTime - ((currentObject as IHasEndTime)?.EndTime ?? currentObject.StartTime) - 4; double timeToNext = nextObject.StartTime - currentObject.StartTime;
double distanceToNext = Math.Abs(nextObject.X - currentObject.X) - (lastDirection == thisDirection ? lastExcess : halfCatcherWidth); double distanceToNext = Math.Abs(nextObject.X - currentObject.X) - (lastDirection == thisDirection ? lastExcess : halfCatcherWidth);
float distanceToHyper = (float)(timeToNext * CatcherArea.Catcher.BASE_SPEED - distanceToNext);
if (timeToNext * CatcherArea.Catcher.BASE_SPEED < distanceToNext) if (distanceToHyper < 0)
{ {
currentObject.HyperDashTarget = nextObject; currentObject.HyperDashTarget = nextObject;
lastExcess = halfCatcherWidth; lastExcess = halfCatcherWidth;
} }
else else
{ {
//currentObject.DistanceToHyperDash = timeToNext - distanceToNext; currentObject.DistanceToHyperDash = distanceToHyper;
lastExcess = MathHelper.Clamp(timeToNext - distanceToNext, 0, halfCatcherWidth); lastExcess = MathHelper.Clamp(distanceToHyper, 0, halfCatcherWidth);
} }
lastDirection = thisDirection; lastDirection = thisDirection;

View File

@ -27,7 +27,9 @@ namespace osu.Game.Rulesets.Catch.Objects
public int ComboIndex { get; set; } public int ComboIndex { get; set; }
/// <summary> /// <summary>
/// The distance for a fruit to to next hyper if it's not a hyper. /// The difference between the distance of the next object
/// and the distance that would have triggered hyper dashing.
/// A value close to 0 indicates a difficult jump (for SR calculation)
/// </summary> /// </summary>
public float DistanceToHyperDash { get; set; } public float DistanceToHyperDash { get; set; }