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Move rate adjusted spinner rotation into judgement result
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@ -32,30 +32,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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public readonly BindableBool Complete = new BindableBool();
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/// <summary>
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/// The total rotation performed on the spinner disc, disregarding the spin direction,
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/// adjusted for the track's playback rate.
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/// </summary>
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/// <remarks>
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/// <para>
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/// This value is always non-negative and is monotonically increasing with time
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/// (i.e. will only increase if time is passing forward, but can decrease during rewind).
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/// </para>
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/// <para>
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/// The rotation from each frame is multiplied by the clock's current playback rate.
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/// The reason this is done is to ensure that spinners give the same score and require the same number of spins
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/// regardless of whether speed-modifying mods are applied.
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/// </para>
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/// </remarks>
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/// <example>
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/// Assuming no speed-modifying mods are active,
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/// if the spinner is spun 360 degrees clockwise and then 360 degrees counter-clockwise,
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/// this property will return the value of 720 (as opposed to 0 for <see cref="Drawable.Rotation"/>).
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/// If Double Time is active instead (with a speed multiplier of 1.5x),
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/// in the same scenario the property will return 720 * 1.5 = 1080.
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/// </example>
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public float RateAdjustedRotation { get; private set; }
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/// <summary>
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/// Whether the spinning is spinning at a reasonable speed to be considered visually spinning.
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/// </summary>
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@ -131,7 +107,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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currentRotation += angle;
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// rate has to be applied each frame, because it's not guaranteed to be constant throughout playback
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// (see: ModTimeRamp)
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RateAdjustedRotation += (float)(Math.Abs(angle) * (gameplayClock?.TrueGameplayRate ?? Clock.Rate));
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drawableSpinner.Result.RateAdjustedRotation += (float)(Math.Abs(angle) * (gameplayClock?.TrueGameplayRate ?? Clock.Rate));
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}
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}
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}
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