GetSpeedMultiplier in ArrowEffects becomes TimingData::GetDisplayedSpeedPercent.
We might need to use it later in other parts (NoteField).
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+1
-45
@@ -211,50 +211,6 @@ void ArrowEffects::Update()
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}
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}
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float GetSpeedMultiplier( float fSongBeat, float fMusicSeconds, const TimingData &tim )
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{
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if( tim.m_SpeedSegments.size() == 0 )
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return 1.0;
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const int index = tim.GetSpeedSegmentIndexAtBeat( fSongBeat );
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const SpeedSegment &seg = tim.m_SpeedSegments[index];
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float fStartBeat = NoteRowToBeat(seg.m_iStartRow);
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float fStartTime = tim.GetElapsedTimeFromBeat( fStartBeat ) - tim.GetDelayAtBeat( fStartBeat );
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float fEndTime;
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float fCurTime = fMusicSeconds;
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if( seg.m_usMode == 1 ) // seconds
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{
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fEndTime = fStartTime + seg.m_fWait;
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}
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else
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{
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fEndTime = tim.GetElapsedTimeFromBeat( fStartBeat + seg.m_fWait ) - tim.GetDelayAtBeat( fStartBeat + seg.m_fWait );
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}
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if( ( index == 0 && tim.m_SpeedSegments[0].m_fWait > 0.0 ) && fCurTime < fStartTime )
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{
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return 1.0;
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}
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else if( fEndTime >= fCurTime && ( index > 0 || tim.m_SpeedSegments[0].m_fWait > 0.0 ) )
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{
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const float fPriorSpeed = ( index == 0 ? 1 : tim.m_SpeedSegments[index - 1].m_fPercent );
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float fTimeUsed = fCurTime - fStartTime;
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float fDuration = fEndTime - fStartTime;
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float fRatioUsed = fDuration == 0.0 ? 1 : fTimeUsed / fDuration;
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float fDistance = fPriorSpeed - seg.m_fPercent;
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float fRatioNeed = fRatioUsed * -fDistance;
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return (fPriorSpeed + fRatioNeed);
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}
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else
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{
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return seg.m_fPercent;
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}
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}
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/* For visibility testing: if bAbsolute is false, random modifiers must return
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* the minimum possible scroll speed. */
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float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float fNoteBeat, float &fPeakYOffsetOut, bool &bIsPastPeakOut, bool bAbsolute )
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@@ -277,7 +233,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
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{
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float fBeatsUntilStep = fNoteBeat - fSongBeat;
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float fYOffsetBeatSpacing = fBeatsUntilStep;
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float fSpeedMultiplier = ( GAMESTATE->m_bInStepEditor || !GAMESTATE->m_bIsUsingStepTiming ) ? 1.0 : GetSpeedMultiplier( position.m_fSongBeatVisible, position.m_fMusicSecondsVisible, pCurSteps->m_Timing );
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float fSpeedMultiplier = ( GAMESTATE->m_bInStepEditor || !GAMESTATE->m_bIsUsingStepTiming ) ? 1.0 : pCurSteps->m_Timing.GetDisplayedSpeedPercent( position.m_fSongBeatVisible, position.m_fMusicSecondsVisible );
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fYOffset += fSpeedMultiplier * fYOffsetBeatSpacing * (1-pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing);
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}
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