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Expose MaximumScoringValues for user consumption

This commit is contained in:
Dan Balasescu 2022-05-31 19:49:37 +09:00
parent 93240073a6
commit 1e0ee1b214

View File

@ -92,7 +92,7 @@ namespace osu.Game.Rulesets.Scoring
/// <summary>
/// Scoring values for a perfect play.
/// </summary>
private ScoringValues maximumScoringValues;
public ScoringValues MaximumScoringValues { get; private set; }
/// <summary>
/// Scoring values for the current play assuming all perfect hits.
@ -271,7 +271,7 @@ namespace osu.Game.Rulesets.Scoring
private void updateScore()
{
Accuracy.Value = currentMaximumScoringValues.BaseScore > 0 ? currentScoringValues.BaseScore / currentMaximumScoringValues.BaseScore : 1;
TotalScore.Value = ComputeScore(Mode.Value, currentScoringValues, maximumScoringValues);
TotalScore.Value = ComputeScore(Mode.Value, currentScoringValues, MaximumScoringValues);
}
/// <summary>
@ -314,7 +314,7 @@ namespace osu.Game.Rulesets.Scoring
extractScoringValues(scoreInfo.Statistics, out var current, out _);
current.MaxCombo = scoreInfo.MaxCombo;
return ComputeScore(mode, current, maximumScoringValues);
return ComputeScore(mode, current, MaximumScoringValues);
}
/// <summary>
@ -419,7 +419,7 @@ namespace osu.Game.Rulesets.Scoring
lastHitObject = null;
if (storeResults)
maximumScoringValues = currentScoringValues;
MaximumScoringValues = currentScoringValues;
currentScoringValues = default;
currentMaximumScoringValues = default;