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Refactor xmldocs
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@ -39,12 +39,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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public double? Angle { get; private set; }
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public double? Angle { get; private set; }
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/// <summary>
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/// <summary>
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/// Milliseconds elapsed since the end time of the Previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// Milliseconds elapsed since the end time of the previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// </summary>
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/// </summary>
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public double MovementTime { get; private set; }
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public double MovementTime { get; private set; }
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/// <summary>
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/// <summary>
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/// Milliseconds elapsed since from the start time of the Previous <see cref="OsuDifficultyHitObject"/> to the end time of the same Previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// Milliseconds elapsed since the start time of the previous <see cref="OsuDifficultyHitObject"/> to the end time of the same previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms.
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/// </summary>
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/// </summary>
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public double TravelTime { get; private set; }
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public double TravelTime { get; private set; }
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@ -62,7 +62,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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this.lastLastObject = (OsuHitObject)lastLastObject;
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this.lastLastObject = (OsuHitObject)lastLastObject;
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this.lastObject = (OsuHitObject)lastObject;
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this.lastObject = (OsuHitObject)lastObject;
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// Capped to 25ms to prevent difficulty calculation breaking from simulatenous objects.
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// Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects.
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StrainTime = Math.Max(DeltaTime, min_delta_time);
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StrainTime = Math.Max(DeltaTime, min_delta_time);
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setDistances(clockRate);
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setDistances(clockRate);
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