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https://github.com/ppy/osu
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Reorder params
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589c3a47e2
commit
76ea314c27
@ -164,16 +164,16 @@ namespace osu.Game.Rulesets.UI.Scrolling
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switch (Direction.Value)
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{
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case ScrollingDirection.Up:
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hitObject.Y = visualiser.PositionAt(currentTime, hitObject.HitObject.StartTime);
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hitObject.Y = visualiser.PositionAt(hitObject.HitObject.StartTime, currentTime);
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break;
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case ScrollingDirection.Down:
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hitObject.Y = -visualiser.PositionAt(currentTime, hitObject.HitObject.StartTime);
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hitObject.Y = -visualiser.PositionAt(hitObject.HitObject.StartTime, currentTime);
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break;
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case ScrollingDirection.Left:
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hitObject.X = visualiser.PositionAt(currentTime, hitObject.HitObject.StartTime);
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hitObject.X = visualiser.PositionAt(hitObject.HitObject.StartTime, currentTime);
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break;
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case ScrollingDirection.Right:
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hitObject.X = -visualiser.PositionAt(currentTime, hitObject.HitObject.StartTime);
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hitObject.X = -visualiser.PositionAt(hitObject.HitObject.StartTime, currentTime);
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break;
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}
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}
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@ -14,15 +14,15 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
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this.scrollLength = scrollLength;
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}
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public double GetDisplayStartTime(double startTime) => startTime - timeRange;
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public double GetDisplayStartTime(double time) => time - timeRange;
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public float GetLength(double startTime, double endTime)
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{
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// At the hitobject's end time, the hitobject will be positioned such that its end rests at the origin.
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// This results in a negative-position value, and the absolute of it indicates the length of the hitobject.
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return -PositionAt(endTime, startTime);
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return -PositionAt(startTime, endTime);
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}
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public float PositionAt(double currentTime, double startTime) => (float)((startTime - currentTime) / timeRange * scrollLength);
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public float PositionAt(double time, double currentTime) => (float)((time - currentTime) / timeRange * scrollLength);
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}
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}
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@ -5,10 +5,10 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
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{
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public interface ISpeedChangeVisualiser
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{
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double GetDisplayStartTime(double startTime);
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double GetDisplayStartTime(double time);
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float GetLength(double startTime, double endTime);
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float PositionAt(double currentTime, double startTime);
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float PositionAt(double time, double currentTime);
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}
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}
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@ -23,22 +23,22 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
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searchPoint = new MultiplierControlPoint();
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}
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public double GetDisplayStartTime(double startTime)
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public double GetDisplayStartTime(double time)
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{
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// The total amount of time that the hitobject will remain visible within the timeRange, which decreases as the speed multiplier increases
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double visibleDuration = timeRange / controlPointAt(startTime).Multiplier;
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return startTime - visibleDuration;
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double visibleDuration = timeRange / controlPointAt(time).Multiplier;
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return time - visibleDuration;
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}
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public float GetLength(double startTime, double endTime)
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{
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// At the hitobject's end time, the hitobject will be positioned such that its end rests at the origin.
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// This results in a negative-position value, and the absolute of it indicates the length of the hitobject.
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return -PositionAt(endTime, startTime);
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return -PositionAt(startTime, endTime);
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}
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public float PositionAt(double currentTime, double startTime)
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=> (float)((startTime - currentTime) / timeRange * controlPointAt(startTime).Multiplier * scrollLength);
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public float PositionAt(double time, double currentTime)
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=> (float)((time - currentTime) / timeRange * controlPointAt(time).Multiplier * scrollLength);
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/// <summary>
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/// Finds the <see cref="MultiplierControlPoint"/> which affects the speed of hitobjects at a specific time.
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@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
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positionCache = new Dictionary<double, double>();
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}
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public double GetDisplayStartTime(double startTime) => startTime - timeRange - 1000;
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public double GetDisplayStartTime(double time) => time - timeRange - 1000;
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public float GetLength(double startTime, double endTime)
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{
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@ -32,11 +32,11 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
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return (float)(objectLength * scrollLength);
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}
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public float PositionAt(double currentTime, double startTime)
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public float PositionAt(double time, double currentTime)
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{
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// Caching is not used here as currentTime is unlikely to have been previously cached
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double timelinePosition = relativePositionAt(currentTime);
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return (float)((relativePositionAtCached(startTime) - timelinePosition) * scrollLength);
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return (float)((relativePositionAtCached(time) - timelinePosition) * scrollLength);
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}
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private double relativePositionAtCached(double time)
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