diff --git a/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs b/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs index dddd1e3c5a..5f3d0f898e 100644 --- a/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs +++ b/osu.Game.Rulesets.Taiko/Beatmaps/TaikoBeatmapConverter.cs @@ -139,7 +139,6 @@ protected override IEnumerable ConvertHitObject(HitObject obj, I StartTime = obj.StartTime, Samples = obj.Samples, Duration = taikoDuration, - SliderVelocity = obj is IHasSliderVelocity velocityData ? velocityData.SliderVelocity : 1 }; } diff --git a/osu.Game.Rulesets.Taiko/Objects/DrumRoll.cs b/osu.Game.Rulesets.Taiko/Objects/DrumRoll.cs index 083b8cc547..5f47d486e6 100644 --- a/osu.Game.Rulesets.Taiko/Objects/DrumRoll.cs +++ b/osu.Game.Rulesets.Taiko/Objects/DrumRoll.cs @@ -3,7 +3,6 @@ using osu.Game.Rulesets.Objects.Types; using System.Threading; -using osu.Framework.Bindables; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Beatmaps.Formats; @@ -14,7 +13,7 @@ namespace osu.Game.Rulesets.Taiko.Objects { - public class DrumRoll : TaikoStrongableHitObject, IHasPath, IHasSliderVelocity + public class DrumRoll : TaikoStrongableHitObject, IHasPath { /// /// Drum roll distance that results in a duration of 1 speed-adjusted beat length. @@ -34,19 +33,6 @@ public double EndTime /// public double Velocity { get; private set; } - public BindableNumber SliderVelocityBindable { get; } = new BindableDouble(1) - { - Precision = 0.01, - MinValue = 0.1, - MaxValue = 10 - }; - - public double SliderVelocity - { - get => SliderVelocityBindable.Value; - set => SliderVelocityBindable.Value = value; - } - /// /// Numer of ticks per beat length. /// @@ -63,8 +49,9 @@ protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, I base.ApplyDefaultsToSelf(controlPointInfo, difficulty); TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime); + EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime); - double scoringDistance = base_distance * difficulty.SliderMultiplier * SliderVelocity; + double scoringDistance = base_distance * difficulty.SliderMultiplier * effectPoint.ScrollSpeed; Velocity = scoringDistance / timingPoint.BeatLength; TickRate = difficulty.SliderTickRate == 3 ? 3 : 4;