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Fixing null reference exception bugs
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@ -34,7 +34,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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difficultyHitObjects.Clear();
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float circleSize = Beatmap.BeatmapInfo.BaseDifficulty.CircleSize;
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float catcherWidth = (1.0f - 0.7f * (circleSize - 5) / 5) * 0.62064f * CatcherArea.CATCHER_SIZE;
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float catcherWidth = ((1.0f - 0.7f * (circleSize - 5) / 5) * 0.62064f) * CatcherArea.CATCHER_SIZE;
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float catcherWidthHalf = catcherWidth / 2;
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catcherWidthHalf *= 0.8f;
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@ -72,7 +72,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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double ar = Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate;
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double preEmpt = BeatmapDifficulty.DifficultyRange(ar, 1800, 1200, 450) / TimeRate;
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categoryDifficulty["AR"] = preEmpt > 1200.0 ? -(preEmpt - 1800.0) / 120.0 : -(preEmpt - 1200.0) / 150.0 + 5.0;
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categoryDifficulty["AR"] = (preEmpt > 1200.0) ? -(preEmpt - 1800.0) / 120.0 : (-(preEmpt - 1200.0) / 150.0) + 5.0;
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categoryDifficulty["Max combo"] = difficultyHitObjects.Count;
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}
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@ -92,6 +92,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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while (hitObjectsEnumerator.MoveNext())
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{
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CatchDifficultyHitObject nextHitObject = hitObjectsEnumerator.Current;
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if (nextHitObject != null)
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nextHitObject.CalculateStrains(currentHitObject, TimeRate);
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currentHitObject = nextHitObject;
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}
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@ -10,7 +10,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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{
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internal class CatchDifficultyHitObject
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{
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internal static readonly double decay_base = 0.20;
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internal static readonly double DECAY_BASE = 0.20;
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private const float normalized_hitobject_radius = 41.0f;
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private const float absolute_player_positioning_error = 16f;
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private readonly float playerPositioningError;
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@ -49,7 +49,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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// Rather simple, but more specialized things are inherently inaccurate due to the big difference playstyles and opinions make.
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// See Taiko feedback thread.
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double timeElapsed = (BaseHitObject.StartTime - previousHitObject.BaseHitObject.StartTime) / timeRate;
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double decay = Math.Pow(decay_base, timeElapsed / 1000);
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double decay = Math.Pow(DECAY_BASE, timeElapsed / 1000);
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// Update new position with lazy movement.
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PlayerPositionOffset =
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