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Add xmldocs
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@ -16,7 +16,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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private const double velocity_change_multiplier = 0.75;
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/// <summary>
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/// Evaluates the difficulty of aiming the current object.
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/// Evaluates the difficulty of aiming the current object, based on:
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/// <list type="bullet">
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/// <item><description>cursor velocity to the current object,</description></item>
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/// <item><description>angle difficulty,</description></item>
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/// <item><description>sharp velocity increases,</description></item>
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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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{
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@ -13,6 +13,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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private const double max_opacity_bonus = 0.4;
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private const double hidden_bonus = 0.2;
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/// <summary>
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/// Evaluates the difficulty of memorising and hitting an object, based on:
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/// <list type="bullet">
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/// <item><description>distance between the previous and current object,</description></item>
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/// <item><description>the visual opacity of the current object,</description></item>
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/// <item><description>and whether the hidden mod is enabled.</description></item>
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/// </list>
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current, bool hidden)
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{
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if (current.BaseObject is Spinner)
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@ -15,6 +15,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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private const double min_speed_bonus = 75; // ~200BPM
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private const double speed_balancing_factor = 40;
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/// <summary>
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/// Evaluates the difficulty of tapping the current object, based on:
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/// <list type="bullet">
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/// <item><description>time between pressing the previous and current object,</description></item>
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/// <item><description>distance between those objects,</description></item>
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/// <item><description>and how easily they can be cheesed.</description></item>
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/// </list>
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current, double greatWindow)
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{
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if (current.BaseObject is Spinner)
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