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Implement IHasCurve on DrumRoll
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@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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/// osu! is generally slower than taiko, so a factor is added to increase
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/// speed. This must be used everywhere slider length or beat length is used.
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/// </summary>
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private const float legacy_velocity_multiplier = 1.4f;
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public const float LEGACY_VELOCITY_MULTIPLIER = 1.4f;
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/// <summary>
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/// Because swells are easier in taiko than spinners are in osu!,
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@ -52,7 +52,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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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 = original.BeatmapInfo.BaseDifficulty.Clone();
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original.BeatmapInfo.BaseDifficulty.SliderMultiplier *= legacy_velocity_multiplier;
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original.BeatmapInfo.BaseDifficulty.SliderMultiplier *= LEGACY_VELOCITY_MULTIPLIER;
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Beatmap<TaikoHitObject> converted = base.ConvertBeatmap(original);
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@ -92,7 +92,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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double speedAdjustedBeatLength = timingPoint.BeatLength / speedAdjustment;
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// The true distance, accounting for any repeats. This ends up being the drum roll distance later
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double distance = distanceData.Distance * spans * legacy_velocity_multiplier;
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double distance = distanceData.Distance * spans * LEGACY_VELOCITY_MULTIPLIER;
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// The velocity of the taiko hit object - calculated as the velocity of a drum roll
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double taikoVelocity = taiko_base_distance * beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier / speedAdjustedBeatLength;
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