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Refactor some incorrect/outdated terminology
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@ -52,9 +52,8 @@ namespace osu.Game.Rulesets.Taiko.Mods
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protected double MultiplierAt(HitObject obj)
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{
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double beatLength = controlPointInfo.TimingPointAt(obj.StartTime).BeatLength;
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double speedMultiplier = obj.DifficultyControlPoint.SliderVelocity;
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return speedMultiplier * TimingControlPoint.DEFAULT_BEAT_LENGTH / beatLength;
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return obj.DifficultyControlPoint.SliderVelocity * TimingControlPoint.DEFAULT_BEAT_LENGTH / beatLength;
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}
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public override void ApplyToBeatmap(IBeatmap beatmap)
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@ -26,7 +26,7 @@ namespace osu.Game.Beatmaps
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set => approachRate = value;
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}
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public double SliderMultiplier { get; set; } = 1; // AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA this needs to be renamed or removed or something.
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public double SliderMultiplier { get; set; } = 1;
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public double SliderTickRate { get; set; } = 1;
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/// <summary>
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@ -31,7 +31,7 @@ namespace osu.Game.Beatmaps.ControlPoints
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public override Color4 GetRepresentingColour(OsuColour colours) => colours.Lime1;
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/// <summary>
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/// The speed multiplier at this control point.
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/// The slider velocity at this control point.
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/// </summary>
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public double SliderVelocity
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{
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@ -28,14 +28,14 @@ namespace osu.Game.Rulesets.Edit
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/// <summary>
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/// Retrieves the distance between two points within a timing point that are one beat length apart.
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/// </summary>
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/// <param name="referenceObject"></param>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <returns>The distance between two points residing in the timing point that are one beat length apart.</returns>
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float GetBeatSnapDistanceAt(HitObject referenceObject);
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/// <summary>
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/// Converts a duration to a distance.
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/// </summary>
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/// <param name="referenceObject"></param>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="duration">The duration to convert.</param>
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/// <returns>A value that represents <paramref name="duration"/> as a distance in the timing point.</returns>
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float DurationToDistance(HitObject referenceObject, double duration);
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@ -43,7 +43,7 @@ namespace osu.Game.Rulesets.Edit
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/// <summary>
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/// Converts a distance to a duration.
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/// </summary>
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/// <param name="referenceObject"></param>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="distance">The distance to convert.</param>
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/// <returns>A value that represents <paramref name="distance"/> as a duration in the timing point.</returns>
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double DistanceToDuration(HitObject referenceObject, float distance);
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@ -51,7 +51,7 @@ namespace osu.Game.Rulesets.Edit
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/// <summary>
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/// Converts a distance to a snapped duration.
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/// </summary>
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/// <param name="referenceObject"></param>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="distance">The distance to convert.</param>
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/// <returns>A value that represents <paramref name="distance"/> as a duration snapped to the closest beat of the timing point.</returns>
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double GetSnappedDurationFromDistance(HitObject referenceObject, float distance);
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@ -60,7 +60,7 @@ namespace osu.Game.Rulesets.Edit
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/// Converts an unsnapped distance to a snapped distance.
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/// The returned distance will always be floored (as to never exceed the provided <paramref name="distance"/>.
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/// </summary>
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/// <param name="referenceObject"></param>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="distance">The distance to convert.</param>
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/// <returns>A value that represents <paramref name="distance"/> snapped to the closest beat of the timing point.</returns>
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float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance);
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