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https://github.com/ppy/osu
synced 2025-01-04 13:22:08 +00:00
Remove local preempt time calculation
And just use a hitcircle, and read the actual value. Comes with 100% less chance of forgetting to update either place in the future.
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@ -1,15 +1,16 @@
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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 System;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Localisation;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Configuration;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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@ -76,11 +77,13 @@ namespace osu.Game.Rulesets.Osu.Mods
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public partial class ApproachRateSlider : RoundedSliderBar<float>
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{
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public override LocalisableString TooltipText =>
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$"{base.TooltipText} ({millisecondsFromApproachRate(Current.Value, 1.0f)} ms)";
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$"{base.TooltipText} ({getPreemptTime(Current.Value):0} ms)";
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private double millisecondsFromApproachRate(float value, float clockRate)
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private double getPreemptTime(float approachRate)
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{
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return Math.Round(1800 - Math.Min(value, 5) * 120 - (value >= 5 ? (value - 5) * 150 : 0) / clockRate);
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var hitCircle = new HitCircle();
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hitCircle.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty { ApproachRate = approachRate });
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return hitCircle.TimePreempt;
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}
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}
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}
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