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Add xmldocs

This commit is contained in:
apollo-dw 2022-05-28 14:09:08 +01:00
parent b631cefc55
commit 774ac13900
3 changed files with 23 additions and 1 deletions

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@ -16,7 +16,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
private const double velocity_change_multiplier = 0.75;
/// <summary>
/// Evaluates the difficulty of aiming the current object.
/// Evaluates the difficulty of aiming the current object, based on:
/// <list type="bullet">
/// <item><description>cursor velocity to the current object,</description></item>
/// <item><description>angle difficulty,</description></item>
/// <item><description>sharp velocity increases,</description></item>
/// <item><description>and slider difficulty.</description></item>
/// </list>
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject current, bool withSliders)
{

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@ -13,6 +13,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
private const double max_opacity_bonus = 0.4;
private const double hidden_bonus = 0.2;
/// <summary>
/// Evaluates the difficulty of memorising and hitting an object, based on:
/// <list type="bullet">
/// <item><description>distance between the previous and current object,</description></item>
/// <item><description>the visual opacity of the current object,</description></item>
/// <item><description>and whether the hidden mod is enabled.</description></item>
/// </list>
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject current, bool hidden)
{
if (current.BaseObject is Spinner)

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@ -15,6 +15,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
private const double min_speed_bonus = 75; // ~200BPM
private const double speed_balancing_factor = 40;
/// <summary>
/// Evaluates the difficulty of tapping the current object, based on:
/// <list type="bullet">
/// <item><description>time between pressing the previous and current object,</description></item>
/// <item><description>distance between those objects,</description></item>
/// <item><description>and how easily they can be cheesed.</description></item>
/// </list>
/// </summary>
public static double EvaluateDifficultyOf(DifficultyHitObject current, double greatWindow)
{
if (current.BaseObject is Spinner)