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Rename weird diffcalc parameter name
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@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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/// <item><description>and slider difficulty.</description></item>
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/// </list>
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current, bool withSliders)
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public static double EvaluateDifficultyOf(DifficultyHitObject current, bool withSliderTravelDistance)
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{
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if (current.BaseObject is Spinner || current.Index <= 1 || current.Previous(0).BaseObject is Spinner)
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return 0;
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@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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double currVelocity = osuCurrObj.LazyJumpDistance / osuCurrObj.StrainTime;
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// But if the last object is a slider, then we extend the travel velocity through the slider into the current object.
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if (osuLastObj.BaseObject is Slider && withSliders)
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if (osuLastObj.BaseObject is Slider && withSliderTravelDistance)
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{
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double travelVelocity = osuLastObj.TravelDistance / osuLastObj.TravelTime; // calculate the slider velocity from slider head to slider end.
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double movementVelocity = osuCurrObj.MinimumJumpDistance / osuCurrObj.MinimumJumpTime; // calculate the movement velocity from slider end to current object
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@ -48,7 +48,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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// As above, do the same for the previous hitobject.
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double prevVelocity = osuLastObj.LazyJumpDistance / osuLastObj.StrainTime;
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if (osuLastLastObj.BaseObject is Slider && withSliders)
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if (osuLastLastObj.BaseObject is Slider && withSliderTravelDistance)
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{
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double travelVelocity = osuLastLastObj.TravelDistance / osuLastLastObj.TravelTime;
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double movementVelocity = osuLastObj.MinimumJumpDistance / osuLastObj.MinimumJumpTime;
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@ -122,7 +122,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier + velocityChangeBonus * velocity_change_multiplier);
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// Add in additional slider velocity bonus.
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if (withSliders)
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if (withSliderTravelDistance)
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aimStrain += sliderBonus * slider_multiplier;
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return aimStrain;
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