private void addForwardsTransformations(pSprite sprite, double startTime, int index, double extraDistance, float offsetY = 0, double extraTime = 0) { //Same thing as the method above, but forwards //This loop has two stages, first going until the final time, then going until the final position //To switch between the two stages, Infinity is used to disable the other final state double startPos = ManiaStage.Skin.HitPosition; double finalPos = Double.PositiveInfinity; double finalTime = startTime + extraTime; byte tag = TransformationTag.BetweenStartEndTime; for (int i = index; i + 1 < speedChanges.Count; i++) { REDO: //Move forwards either to the final time, or to when this control point ends double endTime = Math.Min(speedChanges[i + 1].Offset, finalTime); double endPos = startPos + SpeedMania.DistanceAt(speedChanges[i].BeatLength, endTime - startTime); if (startTime == endTime) { goto END; } if (endPos > finalPos) { endTime = startTime + SpeedMania.TimeAt(speedChanges[i].BeatLength, finalPos - startPos); endPos = finalPos; } sprite.Transformations.Add(new Transformation(TransformationType.MovementY, ScaleFlipPosition((float)startPos + offsetY), ScaleFlipPosition((float)endPos + offsetY), (int)startTime, (int)endTime) { TagNumeric = tag }); if (endPos == finalPos) { break; } startTime = endTime; startPos = endPos; END: //Reached the final time, so go to the final position if (endTime == finalTime) { finalPos = endPos - ManiaStage.Skin.HitPosition + WindowManager.DEFAULT_HEIGHT + Math.Max(extraDistance, 0); finalTime = Double.PositiveInfinity; tag = TransformationTag.AfterEndTime; //We need to redo this iteration because we may not be at the end of the control point goto REDO; } } }
//notice: notes' drawDepth are 0.8F protected override void PostProcessing() { //some important value PreEmpt = Math.Max((int)SpeedMania.TimeAt(0, ManiaStage.Skin.HitPosition), LongestTime) + 200; CountTotal = CountNormal + CountLong; //init lighting SkinSource skinSource = Beatmap.PlayMode == PlayModes.OsuMania ? SkinSource.All : (SkinSource.Skin | SkinSource.Osu); Score s = Player.currentScore; if (s != null && ModManager.CheckActive(s.EnabledMods, Mods.Perfect)) { perfectMod = true; } ReCalculate(-1);//for there maybe some notes put at 0 offset. Debug.Print("--------Mania--------"); Debug.Write(string.Format("Note Count:{0}({1}/{2})\nPreEmpty:{3}\nMania Star:{4}\n", CountTotal, CountNormal, CountLong, PreEmpt, Beatmap.DifficultyBemaniStars)); }
public HitFactoryMania(HitObjectManager hitObjectMananager) : base(hitObjectMananager) { // scroll speed should not be set by difficuly calc if (hitObjectManager.spriteManager != null) { // the scroll speed is only owned if we're playing, or watching autoplay bool owned = !InputManager.ReplayMode || (InputManager.ReplayScore != null && ModManager.CheckActive(InputManager.ReplayScore.EnabledMods, Mods.Autoplay)); SpeedMania.ResetSpeed(owned); } int seed = (int)Math.Round(hitObjectManager.Beatmap.DifficultyHpDrainRate + hitObjectManager.Beatmap.DifficultyCircleSize) * 20 + (int)(hitObjectManager.Beatmap.DifficultyOverall * 41.2) + (int)Math.Round(hitObjectManager.Beatmap.DifficultyApproachRate); random.Reinitialise(seed); randomSync.Reinitialise(seed); prevNotes = new List <int>(prevCount); record(Vector2.Zero, 0); prevRow = new bool[StageMania.ColumnsWithMods(hitObjectManager.Beatmap, hitObjectManager.ActiveMods)]; }
private void addBackwardsTransformations(pSprite sprite, double endTime, int index, double extraDistance, float offsetY = 0) { //Move backwards through speedChanges to find the exact time the note should appear double endPos = ManiaStage.Skin.HitPosition; double finalPos = 0 + Math.Min(extraDistance, 0); for (int i = index; i >= 0; i--) { //Move backwards to the start of this control point double startTime = speedChanges[i].Offset; double startPos = endPos - SpeedMania.DistanceAt(speedChanges[i].BeatLength, endTime - startTime); if (startTime == endTime) { continue; } if (startPos < finalPos) { startTime = endTime - SpeedMania.TimeAt(speedChanges[i].BeatLength, endPos - finalPos); startPos = finalPos; } sprite.Transformations.Add(new Transformation(TransformationType.MovementY, ScaleFlipPosition((float)(startPos + offsetY)), ScaleFlipPosition((float)(endPos + offsetY)), (int)startTime, (int)endTime) { TagNumeric = TransformationTag.BeforeStartTime }); if (startPos == finalPos) { break; } endTime = startTime; endPos = startPos; } }