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https://github.com/ppy/osu
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Merge pull request #1824 from Shawdooow/approach-rate
Add support for variable approach rate
This commit is contained in:
commit
57d02f9b64
@ -1 +1 @@
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Subproject commit 65947291229541de3eb1aff0e703f6968b07f976
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Subproject commit a6090d3f6f03eaf9a3f643cf1ef3db96384c62ff
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@ -5,7 +5,6 @@ using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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namespace osu.Game.Rulesets.Osu.Beatmaps
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{
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@ -37,7 +36,6 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
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private void applyStacking(Beatmap<OsuHitObject> beatmap)
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{
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const int stack_distance = 3;
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float stackThreshold = DrawableOsuHitObject.TIME_PREEMPT * beatmap.BeatmapInfo?.StackLeniency ?? 0.7f;
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// Reset stacking
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for (int i = 0; i <= beatmap.HitObjects.Count - 1; i++)
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@ -58,6 +56,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
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continue;
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double endTime = (stackBaseObject as IHasEndTime)?.EndTime ?? stackBaseObject.StartTime;
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float stackThreshold = objectN.TimePreempt * beatmap.BeatmapInfo?.StackLeniency ?? 0.7f;
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if (objectN.StartTime - endTime > stackThreshold)
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//We are no longer within stacking range of the next object.
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@ -100,6 +99,8 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
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OsuHitObject objectI = beatmap.HitObjects[i];
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if (objectI.StackHeight != 0 || objectI is Spinner) continue;
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float stackThreshold = objectI.TimePreempt * beatmap.BeatmapInfo?.StackLeniency ?? 0.7f;
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/* If this object is a hitcircle, then we enter this "special" case.
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* It either ends with a stack of hitcircles only, or a stack of hitcircles that are underneath a slider.
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* Any other case is handled by the "is Slider" code below this.
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@ -16,17 +16,15 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override string Description => @"Play with no approach circles and fading notes for a slight score advantage.";
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public override double ScoreMultiplier => 1.06;
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private const double fade_in_duration_multiplier = 0.4;
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private const float fade_in_duration_multiplier = 0.4f;
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private const double fade_out_duration_multiplier = 0.3;
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private float preEmpt => DrawableOsuHitObject.TIME_PREEMPT;
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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foreach (var d in drawables.OfType<DrawableOsuHitObject>())
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{
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d.ApplyCustomUpdateState += ApplyHiddenState;
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d.FadeInDuration = preEmpt * fade_in_duration_multiplier;
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d.HitObject.TimeFadein = d.HitObject.TimePreempt * fade_in_duration_multiplier;
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}
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}
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@ -35,8 +33,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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if (!(drawable is DrawableOsuHitObject d))
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return;
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var fadeOutStartTime = d.HitObject.StartTime - preEmpt + d.FadeInDuration;
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var fadeOutDuration = preEmpt * fade_out_duration_multiplier;
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var fadeOutStartTime = d.HitObject.StartTime - d.HitObject.TimePreempt + d.HitObject.TimeFadein;
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var fadeOutDuration = d.HitObject.TimePreempt * fade_out_duration_multiplier;
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// new duration from completed fade in to end (before fading out)
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var longFadeDuration = ((d.HitObject as IHasEndTime)?.EndTime ?? d.HitObject.StartTime) - fadeOutStartTime;
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@ -96,12 +96,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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using (fp.BeginAbsoluteSequence(fadeInTime))
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{
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fp.FadeIn(DrawableOsuHitObject.TIME_FADEIN);
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fp.ScaleTo(1, DrawableOsuHitObject.TIME_FADEIN, Easing.Out);
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fp.FadeIn(currHitObject.TimeFadein);
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fp.ScaleTo(1, currHitObject.TimeFadein, Easing.Out);
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fp.MoveTo(pointEndPosition, DrawableOsuHitObject.TIME_FADEIN, Easing.Out);
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fp.MoveTo(pointEndPosition, currHitObject.TimeFadein, Easing.Out);
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fp.Delay(fadeOutTime - fadeInTime).FadeOut(DrawableOsuHitObject.TIME_FADEIN);
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fp.Delay(fadeOutTime - fadeInTime).FadeOut(currHitObject.TimeFadein);
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}
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fp.Expire(true);
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@ -88,8 +88,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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base.UpdatePreemptState();
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ApproachCircle.FadeIn(Math.Min(FadeInDuration * 2, TIME_PREEMPT));
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ApproachCircle.ScaleTo(1.1f, TIME_PREEMPT);
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ApproachCircle.FadeIn(Math.Min(HitObject.TimeFadein * 2, HitObject.TimePreempt));
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ApproachCircle.ScaleTo(1.1f, HitObject.TimePreempt);
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}
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protected override void UpdateCurrentState(ArmedState state)
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@ -99,7 +99,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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switch (state)
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{
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case ArmedState.Idle:
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this.Delay(TIME_PREEMPT).FadeOut(500);
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this.Delay(HitObject.TimePreempt).FadeOut(500);
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Expire(true);
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@ -10,15 +10,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableOsuHitObject : DrawableHitObject<OsuHitObject>
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{
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public const float TIME_PREEMPT = 600;
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public const float TIME_FADEIN = 400;
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/// <summary>
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/// The number of milliseconds used to fade in.
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/// </summary>
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public virtual double FadeInDuration { get; set; } = TIME_FADEIN;
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public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Time.Current >= HitObject.StartTime - TIME_PREEMPT;
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public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Time.Current >= HitObject.StartTime - HitObject.TimePreempt;
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protected DrawableOsuHitObject(OsuHitObject hitObject)
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: base(hitObject)
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@ -29,7 +21,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected sealed override void UpdateState(ArmedState state)
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{
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double transformTime = HitObject.StartTime - TIME_PREEMPT;
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double transformTime = HitObject.StartTime - HitObject.TimePreempt;
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base.ApplyTransformsAt(transformTime, true);
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base.ClearTransformsAfter(transformTime, true);
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@ -38,12 +30,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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UpdatePreemptState();
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using (BeginDelayedSequence(TIME_PREEMPT + (Judgements.FirstOrDefault()?.TimeOffset ?? 0), true))
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using (BeginDelayedSequence(HitObject.TimePreempt + (Judgements.FirstOrDefault()?.TimeOffset ?? 0), true))
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UpdateCurrentState(state);
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}
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}
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protected virtual void UpdatePreemptState() => this.FadeIn(FadeInDuration);
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protected virtual void UpdatePreemptState() => this.FadeIn(HitObject.TimeFadein);
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protected virtual void UpdateCurrentState(ArmedState state)
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{
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@ -58,7 +58,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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Scale = s.Scale,
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ComboColour = s.ComboColour,
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Samples = s.Samples,
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SampleControlPoint = s.SampleControlPoint
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SampleControlPoint = s.SampleControlPoint,
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TimePreempt = s.TimePreempt,
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TimeFadein = s.TimeFadein
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})
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};
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@ -71,7 +73,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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foreach (var tick in s.NestedHitObjects.OfType<SliderTick>())
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{
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var repeatStartTime = s.StartTime + tick.RepeatIndex * repeatDuration;
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var fadeInTime = repeatStartTime + (tick.StartTime - repeatStartTime) / 2 - (tick.RepeatIndex == 0 ? FadeInDuration : FadeInDuration / 2);
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var fadeInTime = repeatStartTime + (tick.StartTime - repeatStartTime) / 2 - (tick.RepeatIndex == 0 ? HitObject.TimeFadein : HitObject.TimeFadein / 2);
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var fadeOutTime = repeatStartTime + repeatDuration;
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var drawableTick = new DrawableSliderTick(tick)
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@ -88,7 +90,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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foreach (var repeatPoint in s.NestedHitObjects.OfType<RepeatPoint>())
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{
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var repeatStartTime = s.StartTime + repeatPoint.RepeatIndex * repeatDuration;
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var fadeInTime = repeatStartTime + (repeatPoint.StartTime - repeatStartTime) / 2 - (repeatPoint.RepeatIndex == 0 ? FadeInDuration : FadeInDuration / 2);
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var fadeInTime = repeatStartTime + (repeatPoint.StartTime - repeatStartTime) / 2 - (repeatPoint.RepeatIndex == 0 ? HitObject.TimeFadein : HitObject.TimeFadein / 2);
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var fadeOutTime = repeatStartTime + repeatDuration;
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var drawableRepeatPoint = new DrawableRepeatPoint(repeatPoint, this)
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@ -106,12 +108,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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private int currentRepeat;
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public bool Tracking;
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public override double FadeInDuration
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{
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get { return base.FadeInDuration; }
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set { InitialCircle.FadeInDuration = base.FadeInDuration = value; }
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}
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protected override void Update()
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{
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base.Update();
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@ -167,7 +167,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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Disc.Tracking = OsuActionInputManager.PressedActions.Any(x => x == OsuAction.LeftButton || x == OsuAction.RightButton);
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if (!spmCounter.IsPresent && Disc.Tracking)
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spmCounter.FadeIn(FadeInDuration);
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spmCounter.FadeIn(HitObject.TimeFadein);
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base.Update();
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}
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@ -191,14 +191,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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base.UpdatePreemptState();
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circleContainer.ScaleTo(Spinner.Scale * 0.3f);
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circleContainer.ScaleTo(Spinner.Scale, TIME_PREEMPT / 1.4f, Easing.OutQuint);
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circleContainer.ScaleTo(Spinner.Scale, HitObject.TimePreempt / 1.4f, Easing.OutQuint);
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Disc.RotateTo(-720);
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symbol.RotateTo(-720);
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mainContainer
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.ScaleTo(0)
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.ScaleTo(Spinner.Scale * circle.DrawHeight / DrawHeight * 1.4f, TIME_PREEMPT - 150, Easing.OutQuint)
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.ScaleTo(Spinner.Scale * circle.DrawHeight / DrawHeight * 1.4f, HitObject.TimePreempt - 150, Easing.OutQuint)
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.Then()
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.ScaleTo(1, 500, Easing.OutQuint);
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}
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@ -167,7 +167,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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public void UpdateProgress(double progress, int repeat)
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{
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double start = 0;
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double end = snakingIn ? MathHelper.Clamp((Time.Current - (slider.StartTime - DrawableOsuHitObject.TIME_PREEMPT)) / DrawableOsuHitObject.TIME_FADEIN, 0, 1) : 1;
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double end = snakingIn ? MathHelper.Clamp((Time.Current - (slider.StartTime - slider.TimePreempt)) / slider.TimeFadein, 0, 1) : 1;
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if (repeat >= slider.RepeatCount - 1)
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{
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@ -20,6 +20,9 @@ namespace osu.Game.Rulesets.Osu.Objects
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private const double hit_window_100 = 80;
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private const double hit_window_300 = 30;
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public float TimePreempt = 600;
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public float TimeFadein = 400;
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public Vector2 Position { get; set; }
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public float X => Position.X;
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public float Y => Position.Y;
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@ -72,6 +75,9 @@ namespace osu.Game.Rulesets.Osu.Objects
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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TimePreempt = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);
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TimeFadein = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1200, 800, 300);
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Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
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}
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}
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@ -5,7 +5,6 @@ using OpenTK;
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using osu.Framework.MathUtils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using System;
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using System.Diagnostics;
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using osu.Framework.Graphics;
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@ -133,7 +132,7 @@ namespace osu.Game.Rulesets.Osu.Replays
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// Do some nice easing for cursor movements
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if (Frames.Count > 0)
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{
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moveToHitObject(h.StartTime, startPosition, h.Radius, easing);
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moveToHitObject(h, startPosition, easing);
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}
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// Add frames to click the hitobject
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@ -191,12 +190,12 @@ namespace osu.Game.Rulesets.Osu.Replays
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}
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}
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private void moveToHitObject(double targetTime, Vector2 targetPos, double hitObjectRadius, Easing easing)
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private void moveToHitObject(OsuHitObject h, Vector2 targetPos, Easing easing)
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{
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ReplayFrame lastFrame = Frames[Frames.Count - 1];
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// Wait until Auto could "see and react" to the next note.
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double waitTime = targetTime - Math.Max(0.0, DrawableOsuHitObject.TIME_PREEMPT - reactionTime);
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double waitTime = h.StartTime - Math.Max(0.0, h.TimePreempt - reactionTime);
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if (waitTime > lastFrame.Time)
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{
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lastFrame = new ReplayFrame(waitTime, lastFrame.MouseX, lastFrame.MouseY, lastFrame.ButtonState);
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@ -205,17 +204,17 @@ namespace osu.Game.Rulesets.Osu.Replays
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Vector2 lastPosition = lastFrame.Position;
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double timeDifference = ApplyModsToTime(targetTime - lastFrame.Time);
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double timeDifference = ApplyModsToTime(h.StartTime - lastFrame.Time);
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// Only "snap" to hitcircles if they are far enough apart. As the time between hitcircles gets shorter the snapping threshold goes up.
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if (timeDifference > 0 && // Sanity checks
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((lastPosition - targetPos).Length > hitObjectRadius * (1.5 + 100.0 / timeDifference) || // Either the distance is big enough
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((lastPosition - targetPos).Length > h.Radius * (1.5 + 100.0 / timeDifference) || // Either the distance is big enough
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timeDifference >= 266)) // ... or the beats are slow enough to tap anyway.
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{
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// Perform eased movement
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for (double time = lastFrame.Time + FrameDelay; time < targetTime; time += FrameDelay)
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for (double time = lastFrame.Time + FrameDelay; time < h.StartTime; time += FrameDelay)
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{
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Vector2 currentPosition = Interpolation.ValueAt(time, lastPosition, targetPos, lastFrame.Time, targetTime, easing);
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Vector2 currentPosition = Interpolation.ValueAt(time, lastPosition, targetPos, lastFrame.Time, h.StartTime, easing);
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AddFrameToReplay(new ReplayFrame((int)time, currentPosition.X, currentPosition.Y, lastFrame.ButtonState));
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}
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