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Add a velocity multiplier to taiko hit objects.
This will be usable from the editor moving forward also - where every hit object can have its own velocity multiplier on top of the control point one.
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@ -69,7 +69,7 @@ namespace osu.Game.Modes.Taiko.Objects
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{
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base.ApplyDefaults(timing, difficulty);
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Velocity = base_distance * difficulty.SliderMultiplier * difficulty.SliderTickRate * timing.BeatLengthAt(StartTime) * timing.SpeedMultiplierAt(StartTime);
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Velocity = base_distance * difficulty.SliderMultiplier * VelocityMultiplier / timing.BeatLengthAt(StartTime);
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tickSpacing = timing.BeatLengthAt(StartTime) / TickRate;
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RequiredGoodHits = TotalTicks * Math.Min(0.15, 0.05 + 0.10 / 6 * difficulty.OverallDifficulty);
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@ -19,6 +19,11 @@ namespace osu.Game.Modes.Taiko.Objects
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/// </summary>
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private const double base_scroll_time = 6000;
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/// <summary>
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/// The velocity multiplier applied to this hit object.
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/// </summary>
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public float VelocityMultiplier = 1;
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/// <summary>
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/// The time to scroll in the HitObject.
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/// </summary>
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@ -39,7 +44,7 @@ namespace osu.Game.Modes.Taiko.Objects
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{
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base.ApplyDefaults(timing, difficulty);
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PreEmpt = base_scroll_time / difficulty.SliderMultiplier * timing.BeatLengthAt(StartTime) * timing.SpeedMultiplierAt(StartTime) / 1000;
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PreEmpt = base_scroll_time / difficulty.SliderMultiplier * timing.BeatLengthAt(StartTime) * timing.SpeedMultiplierAt(StartTime) / VelocityMultiplier / 1000;
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ControlPoint overridePoint;
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Kiai = timing.TimingPointAt(StartTime, out overridePoint).KiaiMode;
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