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Remove internal process method
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26985ca8af
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@ -67,7 +67,7 @@ namespace osu.Game.Rulesets.Difficulty
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foreach (var skill in skills)
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foreach (var skill in skills)
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{
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{
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cancellationToken.ThrowIfCancellationRequested();
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cancellationToken.ThrowIfCancellationRequested();
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skill.ProcessInternal(hitObject);
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skill.Process(hitObject);
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}
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}
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}
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}
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@ -108,7 +108,7 @@ namespace osu.Game.Rulesets.Difficulty
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foreach (var skill in skills)
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foreach (var skill in skills)
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{
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{
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cancellationToken.ThrowIfCancellationRequested();
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cancellationToken.ThrowIfCancellationRequested();
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skill.ProcessInternal(hitObject);
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skill.Process(hitObject);
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}
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}
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attribs.Add(new TimedDifficultyAttributes(hitObject.EndTime * clockRate, CreateDifficultyAttributes(progressiveBeatmap, playableMods, skills, clockRate)));
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attribs.Add(new TimedDifficultyAttributes(hitObject.EndTime * clockRate, CreateDifficultyAttributes(progressiveBeatmap, playableMods, skills, clockRate)));
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@ -27,16 +27,11 @@ namespace osu.Game.Rulesets.Difficulty.Skills
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this.mods = mods;
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this.mods = mods;
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}
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}
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internal void ProcessInternal(DifficultyHitObject current)
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{
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Process(current);
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}
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/// <summary>
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/// <summary>
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/// Process a <see cref="DifficultyHitObject"/>.
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/// Process a <see cref="DifficultyHitObject"/>.
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/// </summary>
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/// </summary>
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/// <param name="current">The <see cref="DifficultyHitObject"/> to process.</param>
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/// <param name="current">The <see cref="DifficultyHitObject"/> to process.</param>
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protected abstract void Process(DifficultyHitObject current);
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public abstract void Process(DifficultyHitObject current);
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/// <summary>
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/// <summary>
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/// Returns the calculated difficulty value representing all <see cref="DifficultyHitObject"/>s that have been processed up to this point.
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/// Returns the calculated difficulty value representing all <see cref="DifficultyHitObject"/>s that have been processed up to this point.
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@ -44,7 +44,7 @@ namespace osu.Game.Rulesets.Difficulty.Skills
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/// <summary>
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/// <summary>
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/// Process a <see cref="DifficultyHitObject"/> and update current strain values accordingly.
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/// Process a <see cref="DifficultyHitObject"/> and update current strain values accordingly.
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/// </summary>
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/// </summary>
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protected sealed override void Process(DifficultyHitObject current)
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public sealed override void Process(DifficultyHitObject current)
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{
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{
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// The first object doesn't generate a strain, so we begin with an incremented section end
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// The first object doesn't generate a strain, so we begin with an incremented section end
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if (current.Position == 0)
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if (current.Position == 0)
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