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Add Gameplay Accuracy Heatmap #31158
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Add Gameplay Accuracy Heatmap #31158
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There's already #25716, but judging the lower LOC here this seems better as it's not reimplementing everything (e.g. the design). The linked PR does have early-late color indicators though, so not sure. |
Well, actually the next step action I would take is to include the late-early click indicator color to accuracy heatmap |
if (j is not OsuHitCircleJudgementResult circleJudgementResult || circleJudgementResult.CursorPositionAtHit == null) | ||
return; | ||
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heatmap.AddPoint(((OsuHitObject)j.HitObject).StackedEndPosition, ((OsuHitObject)j.HitObject).StackedEndPosition, circleJudgementResult.CursorPositionAtHit.Value, radius); |
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why is this using CursorPositionAtHit
rather than plain Position
like the other existing usage of this?
AddPoint(((OsuHitObject)e.LastHitObject).StackedEndPosition, ((OsuHitObject)e.HitObject).StackedEndPosition, e.Position.Value, radius); |
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why is this using
CursorPositionAtHit
rather than plainPosition
like the other existing usage of this?
AddPoint(((OsuHitObject)e.LastHitObject).StackedEndPosition, ((OsuHitObject)e.HitObject).StackedEndPosition, e.Position.Value, radius);
The value in AccuracyHeatmap
is a HitEvent
which contains the Position
attr. while the value in GameplayAccuracyHeatmap
is OsuHitCircleJudgementResult
didn't contain Position
attr., CursorPositionAtHit
instead
It is the accuracy heatmap but in real-time.
Available in HUD(osu only) and Playfield(osu only) layer
osu.2024.12.16.-.22.12.44.08.mp4