Implement IHasCurve on DrumRoll

This commit is contained in:
smoogipoo
2020-04-21 16:45:01 +09:00
parent cc0c82aaeb
commit d8fdd73e17
3 changed files with 37 additions and 6 deletions

View File

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