mirror of https://github.com/ppy/osu
Merge pull request #27341 from Hiviexd/taiko-constant-speed-mod
Add osu!taiko `Constant Speed` mod
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commit
6304a5ed41
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@ -26,12 +26,5 @@ protected override void LoadComplete()
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ShowSpeedChanges.BindValueChanged(showChanges => VisualisationMethod = showChanges.NewValue ? ScrollVisualisationMethod.Overlapping : ScrollVisualisationMethod.Constant, true);
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}
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protected override double ComputeTimeRange()
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{
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// Adjust when we're using constant algorithm to not be sluggish.
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double multiplier = ShowSpeedChanges.Value ? 1 : 4;
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return base.ComputeTimeRange() / multiplier;
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}
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}
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}
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@ -0,0 +1,29 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Localisation;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Taiko.Mods
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{
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public class TaikoModConstantSpeed : Mod, IApplicableToDrawableRuleset<TaikoHitObject>
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{
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public override string Name => "Constant Speed";
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public override string Acronym => "CS";
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public override double ScoreMultiplier => 0.9;
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public override LocalisableString Description => "No more tricky speed changes!";
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public override IconUsage? Icon => FontAwesome.Solid.Equals;
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public override ModType Type => ModType.Conversion;
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public void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
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{
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var taikoRuleset = (DrawableTaikoRuleset)drawableRuleset;
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taikoRuleset.VisualisationMethod = ScrollVisualisationMethod.Constant;
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}
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}
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}
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@ -150,6 +150,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)
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new TaikoModClassic(),
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new TaikoModSwap(),
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new TaikoModSingleTap(),
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new TaikoModConstantSpeed(),
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};
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case ModType.Automation:
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@ -82,7 +82,12 @@ protected override void Update()
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TimeRange.Value = ComputeTimeRange();
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}
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protected virtual double ComputeTimeRange() => PlayfieldAdjustmentContainer.ComputeTimeRange();
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protected virtual double ComputeTimeRange()
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{
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// Adjust when we're using constant algorithm to not be sluggish.
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double multiplier = VisualisationMethod == ScrollVisualisationMethod.Constant ? 4 * Beatmap.Difficulty.SliderMultiplier : 1;
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return PlayfieldAdjustmentContainer.ComputeTimeRange() / multiplier;
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}
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protected override void UpdateAfterChildren()
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{
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