Make Taiko hit fly away animation speed match osu!stable#37529
Make Taiko hit fly away animation speed match osu!stable#37529Eeveelution wants to merge 3 commits intoppy:masterfrom
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I'd probably expect to see this more as a skin element toggle / setting for the classic mod over a total behaviour change, quite a few players are perfectly fine with the lazer behaviour as-is |
I'm a Lazer player and I'm personally incredibly bothered by the current behavior as it makes practicing certain skillsets (i.e. streams with HT) much more difficult than it needs to be. I would hope that if something like this were to be implemented that it would not be relegated to the Classic mod. A toggle in the skin editor would be the better approach, at least for me. |
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Thanks for the attempt, but this is not the way. Ignoring that wind up and win down are not correctly fixed by this change, we'd definite not be wanting to have mods fix an animation the way you've done it. Also we ask that you open an issue describing the problem before opening a PR. |
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Yeahhhhh that's fair, I've done my best attempt given what I knew about the codebase 😅 Should I still create an issue for this? Or is your new PR fine now? Should I close it or will you? Sorry for the many questions heh |
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Will close this for now 👍 |
Hi, this is my first time contributing so I apologize in advance for any mistakes.
This PR addresses the fact that osu!lazer currently scales the animation that makes the notes fly away in osu! taiko after they've been hit with both HT and DT. This just makes it match osu!stable which does not scale those animations.
Motivation for this PR came after both I and some other people have been trying to play DT/HT in the osu!lazer client, and realised how disorienting/harder to read Taiko DT is with this change.
I tried running InspectCode to make sure my code was fine, though I'm not surefully run? This was my output.
Though I imagine my changes are small enough to not have very major issues 😅
I chose to modify both the rate changing mods directly, as my first attempts to change the Clock of DrawableHit directly wasn't successful (also would've probably been rather messy). Due to my unfamiliarity with the codebase I'm sure how I've implemented it isn't ideal, it does repeat the same lines of code for every rate changing mod which isn't ideal, so if there is a way to apply this in a more central way that you could point me to me I would definetly fix that right up.
DrawableTaikoHitObject gets a new public property which controls how long the animation is, which then all the rate changing mods modify after having been made to implement IApplicableToDrawableHitObject. The way I've implemented it necessitated the creation of a TaikoModWindUp and TaikoModWindDown.