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https://github.com/ppy/osu
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Use GetEndTime in Taiko and Mania
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@ -5,7 +5,7 @@ using System.Linq;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mania.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Mania.Difficulty.Skills
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{
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@ -28,7 +28,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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var maniaCurrent = (ManiaDifficultyHitObject)current;
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var endTime = (maniaCurrent.BaseObject as HoldNote)?.EndTime ?? maniaCurrent.BaseObject.StartTime;
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var endTime = maniaCurrent.BaseObject.GetEndTime();
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try
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{
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@ -4,7 +4,7 @@
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mania.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Mania.Difficulty.Skills
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{
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@ -27,7 +27,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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var maniaCurrent = (ManiaDifficultyHitObject)current;
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var endTime = (maniaCurrent.BaseObject as HoldNote)?.EndTime ?? maniaCurrent.BaseObject.StartTime;
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var endTime = maniaCurrent.BaseObject.GetEndTime();
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double holdFactor = 1.0; // Factor in case something else is held
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double holdAddition = 0; // Addition to the current note in case it's a hold and has to be released awkwardly
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@ -3,7 +3,6 @@
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Scoring;
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@ -38,7 +37,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
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base.CreateNestedHitObjects();
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if (IsStrong)
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AddNested(new StrongHitObject { StartTime = (this as IHasEndTime)?.EndTime ?? StartTime });
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AddNested(new StrongHitObject { StartTime = this.GetEndTime() });
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}
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public override Judgement CreateJudgement() => new TaikoJudgement();
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@ -6,7 +6,6 @@ using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Taiko.Beatmaps;
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@ -39,9 +38,7 @@ namespace osu.Game.Rulesets.Taiko.Replays
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for (int i = 0; i < Beatmap.HitObjects.Count; i++)
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{
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TaikoHitObject h = Beatmap.HitObjects[i];
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IHasEndTime endTimeData = h as IHasEndTime;
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double endTime = endTimeData?.EndTime ?? h.StartTime;
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double endTime = h.GetEndTime();
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switch (h)
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{
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@ -104,7 +104,7 @@ namespace osu.Game.Rulesets.Objects
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ApplyDefaultsToSelf(controlPointInfo, difficulty);
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// This is done here since ApplyDefaultsToSelf may be used to determine the end time
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SampleControlPoint = controlPointInfo.SamplePointAt(((this as IHasEndTime)?.EndTime ?? StartTime) + control_point_leniency);
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SampleControlPoint = controlPointInfo.SamplePointAt(this.GetEndTime() + control_point_leniency);
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nestedHitObjects.Clear();
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