mirror of https://github.com/ppy/osu
Make TaikoModClassic use classic-like scroll speed
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@ -2,10 +2,30 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Mods;
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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.UI;
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namespace osu.Game.Rulesets.Taiko.Mods
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{
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public class TaikoModClassic : ModClassic
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public class TaikoModClassic : ModClassic, IApplicableToDrawableRuleset<TaikoHitObject>, IUpdatableByPlayfield
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{
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private DrawableTaikoRuleset drawableTaikoRuleset;
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public void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
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{
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drawableTaikoRuleset = (DrawableTaikoRuleset)drawableRuleset;
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}
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public void Update(Playfield playfield)
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{
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// Classic taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened.
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const float scroll_rate = 10;
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// Since the time range will depend on a positional value, it is referenced to the x480 pixel space.
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float ratio = drawableTaikoRuleset.DrawHeight / 480;
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drawableTaikoRuleset.TimeRange.Value = (playfield.HitObjectContainer.DrawWidth / ratio) * scroll_rate;
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}
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}
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}
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@ -3,6 +3,7 @@
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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects.Drawables;
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@ -24,12 +25,14 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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public class DrawableTaikoRuleset : DrawableScrollingRuleset<TaikoHitObject>
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{
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private SkinnableDrawable scroller;
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public new BindableDouble TimeRange => base.TimeRange;
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protected override ScrollVisualisationMethod VisualisationMethod => ScrollVisualisationMethod.Overlapping;
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protected override bool UserScrollSpeedAdjustment => false;
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private SkinnableDrawable scroller;
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public DrawableTaikoRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
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: base(ruleset, beatmap, mods)
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{
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