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Restructure doc for easier readability

This commit is contained in:
Dan Balasescu 2021-12-08 15:52:59 +09:00
parent 814f072767
commit 11104124f1

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@ -119,24 +119,25 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
MinimumJumpTime = Math.Max(StrainTime - lastTravelTime, min_delta_time); MinimumJumpTime = Math.Max(StrainTime - lastTravelTime, min_delta_time);
// //
// We'll try to better approximate the real movements a player will take in patterns following on from sliders. Consider the following slider-to-object patterns: // There are two types of slider-to-object patterns to consider in order to better approximate the real movements a player will take.
// //
// 1. <======x==> // 1. The anti-flow pattern, where players cut the slider short in order to move to the next hitobject.
// | /
// x
// //
// 2. <======x==>---x // <======o==> ← slider
// |______| // | ← most natural jump path
// o ← a follow-up hitcircle
// //
// Where "<==>" represents a slider, and "x" represents where the cursor needs to be for either hitobject (for a slider, this is the lazy cursor position). // In this case the most natural jump path (o--o) is approximated by LazyJumpDistance.
// //
// The pattern (x--x) has distance LazyJumpDistance. // 2. The flow pattern, where players follow through the slider to its visual extent into the next hitobject.
// The pattern (>--x) is a new distance we'll call "tailJumpDistance".
// //
// Case (1) is an anti-flow pattern, where players will cut the slider short in order to move to the next object. The most natural jump pattern is (x--x). // <======o==>---o
// Case (2) is a flow pattern, where players will follow the slider through to its visual extent. The most natural jump pattern is (>--x). // ↑
// most natural jump path
// //
// A lenience is applied by assuming that the player jumps the minimum of these two distances in all cases. // In this case the most natural movement path is better approximated by a new distance called "tailJumpDistance" - the distance between the slider's tail and the next hitobject.
//
// Thus, the player is assumed to jump the minimum of these two distances in all cases.
// //
float tailJumpDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor; float tailJumpDistance = Vector2.Subtract(lastSlider.TailCircle.StackedPosition, BaseObject.StackedPosition).Length * scalingFactor;