Rework consts in TaikoHitObject to be relative size values.

This commit is contained in:
smoogipooo 2017-08-03 13:36:04 +09:30
parent 324fd456a7
commit 22ffc78757
1 changed files with 6 additions and 11 deletions

View File

@ -11,24 +11,19 @@ namespace osu.Game.Rulesets.Taiko.Objects
public abstract class TaikoHitObject : HitObject
{
/// <summary>
/// Diameter of a circle relative to the size of the <see cref="TaikoPlayfield"/>.
/// Default size of a <see cref="DrawableTaikoHitObject"/>.
/// </summary>
public const float PLAYFIELD_RELATIVE_DIAMETER = 0.45f;
public const float DEFAULT_SIZE = 0.45f;
/// <summary>
/// Scale multiplier for a strong circle.
/// Scale multiplier for a strong <see cref="DrawableTaikoHitObject"/>.
/// </summary>
public const float STRONG_CIRCLE_DIAMETER_SCALE = 1.4f;
public const float STRONG_SCALE = 1.4f;
/// <summary>
/// Default circle diameter.
/// Default size of a strong <see cref="DrawableTaikoHitObject"/>.
/// </summary>
public const float DEFAULT_CIRCLE_DIAMETER = TaikoPlayfield.DEFAULT_PLAYFIELD_HEIGHT * PLAYFIELD_RELATIVE_DIAMETER;
/// <summary>
/// Default strong circle diameter.
/// </summary>
public const float DEFAULT_STRONG_CIRCLE_DIAMETER = DEFAULT_CIRCLE_DIAMETER * STRONG_CIRCLE_DIAMETER_SCALE;
public const float DEFAULT_STRONG_SIZE = DEFAULT_SIZE * STRONG_SCALE;
/// <summary>
/// The time taken from the initial (off-screen) spawn position to the centre of the hit target for a <see cref="TimingControlPoint.BeatLength"/> of 1000ms.