mirror of
https://github.com/osukey/osukey.git
synced 2025-07-02 16:59:53 +09:00
Drain starting at the first hitobject, not gameplay start
This commit is contained in:
@ -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
|
||||
/// <summary>
|
||||
/// Creates a new <see cref="DrainingHealthProcessor"/>.
|
||||
/// </summary>
|
||||
/// <param name="gameplayStartTime">The gameplay start time.</param>
|
||||
public DrainingHealthProcessor(double gameplayStartTime)
|
||||
: base(gameplayStartTime)
|
||||
/// <param name="drainStartTime">The time after which draining should begin.</param>
|
||||
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)
|
||||
|
Reference in New Issue
Block a user