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https://github.com/osukey/osukey.git
synced 2025-08-03 14:46:38 +09:00
Copy BaseDifficulty
to Beatmap<T>
and move all write operations across
This commit is contained in:
@ -46,11 +46,11 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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protected override Beatmap<TaikoHitObject> ConvertBeatmap(IBeatmap original, CancellationToken cancellationToken)
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{
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if (!(original.BeatmapInfo.BaseDifficulty is TaikoMutliplierAppliedDifficulty))
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if (!(original.Difficulty is TaikoMutliplierAppliedDifficulty))
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{
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// Rewrite the beatmap info to add the slider velocity multiplier
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original.BeatmapInfo = original.BeatmapInfo.Clone();
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original.BeatmapInfo.BaseDifficulty = new TaikoMutliplierAppliedDifficulty(original.BeatmapInfo.BaseDifficulty);
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original.Difficulty = new TaikoMutliplierAppliedDifficulty(original.Difficulty);
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}
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Beatmap<TaikoHitObject> converted = base.ConvertBeatmap(original, cancellationToken);
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@ -108,7 +108,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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StartTime = obj.StartTime,
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Samples = obj.Samples,
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Duration = taikoDuration,
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TickRate = beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate == 3 ? 3 : 4
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TickRate = beatmap.Difficulty.SliderTickRate == 3 ? 3 : 4
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};
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}
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@ -117,7 +117,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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case IHasDuration endTimeData:
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{
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double hitMultiplier = IBeatmapDifficultyInfo.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty, 3, 5, 7.5) * swell_hit_multiplier;
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double hitMultiplier = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.OverallDifficulty, 3, 5, 7.5) * swell_hit_multiplier;
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yield return new Swell
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{
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@ -164,10 +164,10 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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else
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beatLength = timingPoint.BeatLength / difficultyPoint.SpeedMultiplier;
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double sliderScoringPointDistance = osu_base_scoring_distance * beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier / beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate;
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double sliderScoringPointDistance = osu_base_scoring_distance * beatmap.Difficulty.SliderMultiplier / beatmap.Difficulty.SliderTickRate;
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// The velocity and duration of the taiko hit object - calculated as the velocity of a drum roll.
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double taikoVelocity = sliderScoringPointDistance * beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate;
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double taikoVelocity = sliderScoringPointDistance * beatmap.Difficulty.SliderTickRate;
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taikoDuration = (int)(distance / taikoVelocity * beatLength);
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if (isForCurrentRuleset)
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@ -183,7 +183,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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beatLength = timingPoint.BeatLength;
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// If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat
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tickSpacing = Math.Min(beatLength / beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate, (double)taikoDuration / spans);
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tickSpacing = Math.Min(beatLength / beatmap.Difficulty.SliderTickRate, (double)taikoDuration / spans);
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return tickSpacing > 0
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&& distance / osuVelocity * 1000 < 2 * beatLength;
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