mirror of
https://github.com/ppy/osu.git
synced 2025-01-29 23:22:55 +08:00
rename withTapping to withoutFlow to be more accurate
This commit is contained in:
parent
65e6ae0278
commit
6c42460ea9
@ -153,8 +153,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
|||||||
{
|
{
|
||||||
new Aim(mods, true),
|
new Aim(mods, true),
|
||||||
new Aim(mods, false),
|
new Aim(mods, false),
|
||||||
new Speed(mods, true),
|
|
||||||
new Speed(mods, false),
|
new Speed(mods, false),
|
||||||
|
new Speed(mods, true),
|
||||||
};
|
};
|
||||||
|
|
||||||
if (mods.Any(h => h is OsuModFlashlight))
|
if (mods.Any(h => h is OsuModFlashlight))
|
||||||
|
@ -23,13 +23,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
|||||||
|
|
||||||
protected override int ReducedSectionCount => 5;
|
protected override int ReducedSectionCount => 5;
|
||||||
|
|
||||||
public Speed(Mod[] mods, bool withTapping)
|
public Speed(Mod[] mods, bool withoutFlow)
|
||||||
: base(mods)
|
: base(mods)
|
||||||
{
|
{
|
||||||
this.withTapping = withTapping;
|
this.withoutFlow = withoutFlow;
|
||||||
}
|
}
|
||||||
|
|
||||||
private readonly bool withTapping;
|
private readonly bool withoutFlow;
|
||||||
|
|
||||||
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
|
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);
|
||||||
|
|
||||||
@ -38,9 +38,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
|
|||||||
protected override double StrainValueAt(DifficultyHitObject current)
|
protected override double StrainValueAt(DifficultyHitObject current)
|
||||||
{
|
{
|
||||||
currentStrain *= strainDecay(((OsuDifficultyHitObject)current).StrainTime);
|
currentStrain *= strainDecay(((OsuDifficultyHitObject)current).StrainTime);
|
||||||
currentStrain += SpeedEvaluator.EvaluateDifficultyOf(current, withTapping, Mods) * skillMultiplier;
|
currentStrain += SpeedEvaluator.EvaluateDifficultyOf(current, withoutFlow, Mods) * skillMultiplier;
|
||||||
|
|
||||||
if (!withTapping) return currentStrain;
|
if (withoutFlow) return currentStrain;
|
||||||
|
|
||||||
currentRhythm = RhythmEvaluator.EvaluateDifficultyOf(current);
|
currentRhythm = RhythmEvaluator.EvaluateDifficultyOf(current);
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user