diff --git a/osu.Game.Rulesets.Taiko/Scoring/TaikoHealthProcessor.cs b/osu.Game.Rulesets.Taiko/Scoring/TaikoHealthProcessor.cs
index 279d119626..edb089dbac 100644
--- a/osu.Game.Rulesets.Taiko/Scoring/TaikoHealthProcessor.cs
+++ b/osu.Game.Rulesets.Taiko/Scoring/TaikoHealthProcessor.cs
@@ -30,8 +30,8 @@ namespace osu.Game.Rulesets.Taiko.Scoring
///
private double hpMissMultiplier;
- public TaikoHealthProcessor(double gameplayStartTime)
- : base(gameplayStartTime, 0.5)
+ public TaikoHealthProcessor()
+ : base(0.5)
{
}
diff --git a/osu.Game.Rulesets.Taiko/TaikoRuleset.cs b/osu.Game.Rulesets.Taiko/TaikoRuleset.cs
index 371236e47a..777b68a993 100644
--- a/osu.Game.Rulesets.Taiko/TaikoRuleset.cs
+++ b/osu.Game.Rulesets.Taiko/TaikoRuleset.cs
@@ -30,7 +30,7 @@ namespace osu.Game.Rulesets.Taiko
public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor();
- public override HealthProcessor CreateHealthProcessor(double gameplayStartTime) => new TaikoHealthProcessor(gameplayStartTime);
+ public override HealthProcessor CreateHealthProcessor(double drainStartTime) => new TaikoHealthProcessor();
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new TaikoBeatmapConverter(beatmap, this);
diff --git a/osu.Game/Rulesets/Ruleset.cs b/osu.Game/Rulesets/Ruleset.cs
index ff58d3c8dc..67ec6d15ea 100644
--- a/osu.Game/Rulesets/Ruleset.cs
+++ b/osu.Game/Rulesets/Ruleset.cs
@@ -80,7 +80,7 @@ namespace osu.Game.Rulesets
/// Creates a for this .
///
/// The health processor.
- public virtual HealthProcessor CreateHealthProcessor(double gameplayStartTime) => new DrainingHealthProcessor(gameplayStartTime);
+ public virtual HealthProcessor CreateHealthProcessor(double drainStartTime) => new DrainingHealthProcessor(drainStartTime);
///
/// Creates a to convert a to one that is applicable for this .
diff --git a/osu.Game/Rulesets/Scoring/AccumulatingHealthProcessor.cs b/osu.Game/Rulesets/Scoring/AccumulatingHealthProcessor.cs
index 540b4b8a1d..5dfb5167f4 100644
--- a/osu.Game/Rulesets/Scoring/AccumulatingHealthProcessor.cs
+++ b/osu.Game/Rulesets/Scoring/AccumulatingHealthProcessor.cs
@@ -16,10 +16,8 @@ namespace osu.Game.Rulesets.Scoring
///
/// Creates a new .
///
- /// The gameplay start time.
/// The minimum amount of health required to beatmap.
- public AccumulatingHealthProcessor(double gameplayStartTime, double requiredHealth)
- : base(gameplayStartTime)
+ public AccumulatingHealthProcessor(double requiredHealth)
{
this.requiredHealth = requiredHealth;
}
diff --git a/osu.Game/Rulesets/Scoring/DrainingHealthProcessor.cs b/osu.Game/Rulesets/Scoring/DrainingHealthProcessor.cs
index 34ede153dd..fffcbb3c9f 100644
--- a/osu.Game/Rulesets/Scoring/DrainingHealthProcessor.cs
+++ b/osu.Game/Rulesets/Scoring/DrainingHealthProcessor.cs
@@ -38,8 +38,11 @@ namespace osu.Game.Rulesets.Scoring
private const double max_health_target = 0.30;
private IBeatmap beatmap;
+
private double gameplayEndTime;
+ private readonly double drainStartTime;
+
private readonly List<(double time, double health)> healthIncreases = new List<(double, double)>();
private double targetMinimumHealth;
private double drainRate = 1;
@@ -47,10 +50,10 @@ namespace osu.Game.Rulesets.Scoring
///
/// Creates a new .
///
- /// The gameplay start time.
- public DrainingHealthProcessor(double gameplayStartTime)
- : base(gameplayStartTime)
+ /// The time after which draining should begin.
+ public DrainingHealthProcessor(double drainStartTime)
{
+ this.drainStartTime = drainStartTime;
}
protected override void Update()
@@ -60,8 +63,8 @@ namespace osu.Game.Rulesets.Scoring
if (!IsBreakTime.Value)
{
// When jumping in and out of gameplay time within a single frame, health should only be drained for the period within the gameplay time
- double lastGameplayTime = Math.Clamp(Time.Current - Time.Elapsed, GameplayStartTime, gameplayEndTime);
- double currentGameplayTime = Math.Clamp(Time.Current, GameplayStartTime, gameplayEndTime);
+ double lastGameplayTime = Math.Clamp(Time.Current - Time.Elapsed, drainStartTime, gameplayEndTime);
+ double currentGameplayTime = Math.Clamp(Time.Current, drainStartTime, gameplayEndTime);
Health.Value -= drainRate * (currentGameplayTime - lastGameplayTime);
}
@@ -116,7 +119,7 @@ namespace osu.Game.Rulesets.Scoring
for (int i = 0; i < healthIncreases.Count; i++)
{
double currentTime = healthIncreases[i].time;
- double lastTime = i > 0 ? healthIncreases[i - 1].time : GameplayStartTime;
+ double lastTime = i > 0 ? healthIncreases[i - 1].time : drainStartTime;
// Subtract any break time from the duration since the last object
if (beatmap.Breaks.Count > 0)
diff --git a/osu.Game/Rulesets/Scoring/HealthProcessor.cs b/osu.Game/Rulesets/Scoring/HealthProcessor.cs
index d8addc2b4d..0c6b3f67b4 100644
--- a/osu.Game/Rulesets/Scoring/HealthProcessor.cs
+++ b/osu.Game/Rulesets/Scoring/HealthProcessor.cs
@@ -36,20 +36,6 @@ namespace osu.Game.Rulesets.Scoring
///
public bool HasFailed { get; private set; }
- ///
- /// The gameplay start time.
- ///
- protected readonly double GameplayStartTime;
-
- ///
- /// Creates a new .
- ///
- /// The gameplay start time.
- protected HealthProcessor(double gameplayStartTime)
- {
- GameplayStartTime = gameplayStartTime;
- }
-
protected override void ApplyResultInternal(JudgementResult result)
{
result.HealthAtJudgement = Health.Value;
diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs
index a3d512cdaa..7228e22382 100644
--- a/osu.Game/Screens/Play/Player.cs
+++ b/osu.Game/Screens/Play/Player.cs
@@ -135,7 +135,7 @@ namespace osu.Game.Screens.Play
ScoreProcessor.ApplyBeatmap(playableBeatmap);
ScoreProcessor.Mods.BindTo(Mods);
- HealthProcessor = ruleset.CreateHealthProcessor(DrawableRuleset.GameplayStartTime);
+ HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap.HitObjects[0].StartTime);
HealthProcessor.ApplyBeatmap(playableBeatmap);
if (!ScoreProcessor.Mode.Disabled)