diff --git a/osu.Game.Rulesets.Osu/Mods/OsuModRandom.cs b/osu.Game.Rulesets.Osu/Mods/OsuModRandom.cs index babc4311ee..e450127488 100644 --- a/osu.Game.Rulesets.Osu/Mods/OsuModRandom.cs +++ b/osu.Game.Rulesets.Osu/Mods/OsuModRandom.cs @@ -73,19 +73,19 @@ namespace osu.Game.Rulesets.Osu.Mods if (previous == null) { - current.Distance = (float)(rng.NextDouble() * OsuPlayfield.BASE_SIZE.X / 2); + current.DistanceFromPrevious = (float)(rng.NextDouble() * OsuPlayfield.BASE_SIZE.X / 2); current.RelativeAngle = (float)(rng.NextDouble() * 2 * Math.PI - Math.PI); } else { - current.Distance = Vector2.Distance(previous.EndPositionOriginal, current.PositionOriginal); + current.DistanceFromPrevious = Vector2.Distance(previous.EndPositionOriginal, current.PositionOriginal); // The max. angle (relative to the angle of the vector pointing from the 2nd last to the last hit object) // is proportional to the distance between the last and the current hit object // to allow jumps and prevent too sharp turns during streams. // Allow maximum jump angle when jump distance is more than half of playfield diagonal length - current.RelativeAngle = rateOfChangeMultiplier * 2 * (float)Math.PI * Math.Min(1f, current.Distance / (playfield_diagonal * 0.5f)); + current.RelativeAngle = rateOfChangeMultiplier * 2 * (float)Math.PI * Math.Min(1f, current.DistanceFromPrevious / (playfield_diagonal * 0.5f)); } previous = current; @@ -177,8 +177,8 @@ namespace osu.Game.Rulesets.Osu.Mods float absoluteAngle = previousAbsoluteAngle + current.RelativeAngle; var posRelativeToPrev = new Vector2( - current.Distance * (float)Math.Cos(absoluteAngle), - current.Distance * (float)Math.Sin(absoluteAngle) + current.DistanceFromPrevious * (float)Math.Cos(absoluteAngle), + current.DistanceFromPrevious * (float)Math.Sin(absoluteAngle) ); Vector2 lastEndPosition = previous?.EndPositionRandomised ?? playfield_centre; @@ -349,9 +349,9 @@ namespace osu.Game.Rulesets.Osu.Mods /// The jump distance from the previous hit object to this one. /// /// - /// of the first hit object in a beatmap is relative to the playfield center. + /// of the first hit object in a beatmap is relative to the playfield center. /// - public float Distance { get; set; } + public float DistanceFromPrevious { get; set; } public Vector2 PositionOriginal { get; } public Vector2 PositionRandomised { get; set; }