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Rename notch const to spacing

This commit is contained in:
Andrei Zavatski 2024-02-04 03:02:39 +03:00
parent 397def9ceb
commit 4e5c9ddbfe
2 changed files with 8 additions and 8 deletions

View File

@ -76,9 +76,9 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
public const double VIRTUAL_SS_PERCENTAGE = 0.01; public const double VIRTUAL_SS_PERCENTAGE = 0.01;
/// <summary> /// <summary>
/// The width of a solid "notch" in terms of accuracy that appears at the ends of the rank circles to add separation. /// The width of spacing in terms of accuracy between the grade circles.
/// </summary> /// </summary>
public const double NOTCH_WIDTH_PERCENTAGE = 2.0 / 360; public const double GRADE_SPACING_PERCENTAGE = 2.0 / 360;
/// <summary> /// <summary>
/// The easing for the circle filling transforms. /// The easing for the circle filling transforms.
@ -241,10 +241,10 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
// to prevent ambiguity on what grade it's pointing at. // to prevent ambiguity on what grade it's pointing at.
foreach (double p in notchPercentages) foreach (double p in notchPercentages)
{ {
if (Precision.AlmostEquals(p, targetAccuracy, NOTCH_WIDTH_PERCENTAGE / 2)) if (Precision.AlmostEquals(p, targetAccuracy, GRADE_SPACING_PERCENTAGE / 2))
{ {
int tippingDirection = targetAccuracy - p >= 0 ? 1 : -1; // We "round up" here to match rank criteria int tippingDirection = targetAccuracy - p >= 0 ? 1 : -1; // We "round up" here to match rank criteria
targetAccuracy = p + tippingDirection * (NOTCH_WIDTH_PERCENTAGE / 2); targetAccuracy = p + tippingDirection * (GRADE_SPACING_PERCENTAGE / 2);
break; break;
} }
} }
@ -253,7 +253,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
if (score.Rank == ScoreRank.X || score.Rank == ScoreRank.XH) if (score.Rank == ScoreRank.X || score.Rank == ScoreRank.XH)
targetAccuracy = 1; targetAccuracy = 1;
else else
targetAccuracy = Math.Min(accuracyX - VIRTUAL_SS_PERCENTAGE - NOTCH_WIDTH_PERCENTAGE / 2, targetAccuracy); targetAccuracy = Math.Min(accuracyX - VIRTUAL_SS_PERCENTAGE - GRADE_SPACING_PERCENTAGE / 2, targetAccuracy);
// The accuracy circle gauge visually fills up a bit too much. // The accuracy circle gauge visually fills up a bit too much.
// This wouldn't normally matter but we want it to align properly with the inner graded circle in the above cases. // This wouldn't normally matter but we want it to align properly with the inner graded circle in the above cases.
@ -349,7 +349,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
.FadeOut(800, Easing.Out); .FadeOut(800, Easing.Out);
accuracyCircle accuracyCircle
.FillTo(accuracyS - NOTCH_WIDTH_PERCENTAGE / 2 - visual_alignment_offset, 70, Easing.OutQuint); .FillTo(accuracyS - GRADE_SPACING_PERCENTAGE / 2 - visual_alignment_offset, 70, Easing.OutQuint);
badges.Single(b => b.Rank == getRank(ScoreRank.S)) badges.Single(b => b.Rank == getRank(ScoreRank.S))
.FadeOut(70, Easing.OutQuint); .FadeOut(70, Easing.OutQuint);

View File

@ -79,8 +79,8 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
public GradedCircle(double startProgress, double endProgress) public GradedCircle(double startProgress, double endProgress)
{ {
this.startProgress = startProgress + AccuracyCircle.NOTCH_WIDTH_PERCENTAGE * 0.5; this.startProgress = startProgress + AccuracyCircle.GRADE_SPACING_PERCENTAGE * 0.5;
this.endProgress = endProgress - AccuracyCircle.NOTCH_WIDTH_PERCENTAGE * 0.5; this.endProgress = endProgress - AccuracyCircle.GRADE_SPACING_PERCENTAGE * 0.5;
Anchor = Anchor.Centre; Anchor = Anchor.Centre;
Origin = Anchor.Centre; Origin = Anchor.Centre;