Fix calculation of most common beat length for mania scroll speed

This commit is contained in:
Dan Balasescu 2022-01-11 11:00:30 +09:00
parent e333831c45
commit a09563a7d9
1 changed files with 4 additions and 18 deletions

View File

@ -116,25 +116,11 @@ private void load()
if (RelativeScaleBeatLengths)
{
IReadOnlyList<TimingControlPoint> timingPoints = Beatmap.ControlPointInfo.TimingPoints;
double maxDuration = 0;
baseBeatLength = Beatmap.GetMostCommonBeatLength();
for (int i = 0; i < timingPoints.Count; i++)
{
if (timingPoints[i].Time > lastObjectTime)
break;
double endTime = i < timingPoints.Count - 1 ? timingPoints[i + 1].Time : lastObjectTime;
double duration = endTime - timingPoints[i].Time;
if (duration > maxDuration)
{
maxDuration = duration;
// The slider multiplier is post-multiplied to determine the final velocity, but for relative scale beat lengths
// the multiplier should not affect the effective timing point (the longest in the beatmap), so it is factored out here
baseBeatLength = timingPoints[i].BeatLength / Beatmap.Difficulty.SliderMultiplier;
}
}
// The slider multiplier is post-multiplied to determine the final velocity, but for relative scale beat lengths
// the multiplier should not affect the effective timing point (the longest in the beatmap), so it is factored out here
baseBeatLength /= Beatmap.Difficulty.SliderMultiplier;
}
// Merge sequences of timing and difficulty control points to create the aggregate "multiplier" control point