Пример #1
0
        public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
        {
            base.ApplyDefaults(timing, difficulty);

            double scoringDistance = base_scoring_distance * difficulty.SliderMultiplier / timing.SpeedMultiplierAt(StartTime);

            Velocity     = scoringDistance / timing.BeatLengthAt(StartTime);
            TickDistance = scoringDistance / difficulty.SliderTickRate;
        }
Пример #2
0
        public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
        {
            base.ApplyDefaults(timing, difficulty);

            tickSpacing = timing.BeatLengthAt(StartTime) / TickRate;

            RequiredGoodHits  = TotalTicks * Math.Min(0.15, 0.05 + 0.10 / 6 * difficulty.OverallDifficulty);
            RequiredGreatHits = TotalTicks * Math.Min(0.30, 0.10 + 0.20 / 6 * difficulty.OverallDifficulty);
        }
Пример #3
0
        public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
        {
            base.ApplyDefaults(timing, difficulty);

            ScrollTime = scroll_time * (timing.BeatLengthAt(StartTime) * timing.SpeedMultiplierAt(StartTime) / 1000) / difficulty.SliderMultiplier;

            ControlPoint overridePoint;

            Kiai = timing.TimingPointAt(StartTime, out overridePoint).KiaiMode;

            if (overridePoint != null)
            {
                Kiai |= overridePoint.KiaiMode;
            }
        }
Пример #4
0
        public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
        {
            base.ApplyDefaults(timing, difficulty);

            Velocity         = timing.SliderVelocityAt(StartTime) * difficulty.SliderMultiplier / 1000;
            TickTimeDistance = timing.BeatLengthAt(StartTime);

            //TODO: move this to legacy conversion code to allow for direct division without special case.
            if (difficulty.SliderTickRate == 3)
            {
                TickTimeDistance /= 3;
            }
            else
            {
                TickTimeDistance /= 4;
            }

            RequiredGoodHits  = TotalTicks * Math.Min(0.15, 0.05 + 0.10 / 6 * difficulty.OverallDifficulty);
            RequiredGreatHits = TotalTicks * Math.Min(0.30, 0.10 + 0.20 / 6 * difficulty.OverallDifficulty);
        }