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Rename osuPrevious to osuLoop

This commit is contained in:
MBmasher 2021-12-20 19:16:41 +11:00
parent 4354699258
commit 6caa950c44

View File

@ -42,27 +42,27 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
for (int i = 0; i < Previous.Count; i++)
{
var osuPrevious = (OsuDifficultyHitObject)Previous[i];
var osuPreviousHitObject = (OsuHitObject)(osuPrevious.BaseObject);
var osuLoop = (OsuDifficultyHitObject)Previous[i];
var osuLoopHitObject = (OsuHitObject)(osuLoop.BaseObject);
OsuDifficultyHitObject osuLastPrevious;
OsuDifficultyHitObject osuLoopNext;
if (i == 0)
osuLastPrevious = osuCurrent;
osuLoopNext = osuCurrent;
else
osuLastPrevious = (OsuDifficultyHitObject)Previous[i - 1];
osuLoopNext = (OsuDifficultyHitObject)Previous[i - 1];
if (!(osuPrevious.BaseObject is Spinner))
if (!(osuLoop.BaseObject is Spinner))
{
double jumpDistance = (osuHitObject.StackedPosition - osuPreviousHitObject.EndPosition).Length;
double jumpDistance = (osuHitObject.StackedPosition - osuLoopHitObject.EndPosition).Length;
cumulativeStrainTime += osuLastPrevious.StrainTime;
cumulativeStrainTime += osuLoopNext.StrainTime;
// We want to nerf objects that can be easily seen within the Flashlight circle radius.
if (i == 0)
smallDistNerf = Math.Min(1.0, jumpDistance / 75.0);
// We also want to nerf stacks so that only the first object of the stack is accounted for.
double stackNerf = Math.Min(1.0, (osuPrevious.JumpDistance / scalingFactor) / 25.0);
double stackNerf = Math.Min(1.0, (osuLoop.JumpDistance / scalingFactor) / 25.0);
result += Math.Pow(0.8, i) * stackNerf * scalingFactor * jumpDistance / cumulativeStrainTime;
}