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mirror of https://github.com/ppy/osu.git synced 2024-09-21 20:07:25 +08:00

Rename variables for readability

In particular, "last" vs "prev" can get confusing because they mean the
same thing.
This commit is contained in:
smoogipoo 2021-11-02 23:51:09 +09:00
parent 5454de7ae8
commit 7e0629774b

View File

@ -35,12 +35,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
return 0;
var osuCurrObj = (OsuDifficultyHitObject)current;
var osuPrevObj = (OsuDifficultyHitObject)Previous[0];
var osuLastObj = (OsuDifficultyHitObject)Previous[1];
var osuLastObj = (OsuDifficultyHitObject)Previous[0];
var osuLastLastObj = (OsuDifficultyHitObject)Previous[1];
double currVelocity = osuCurrObj.JumpDistance / osuCurrObj.StrainTime; // Start with the base distance / time
if (osuPrevObj.BaseObject is Slider) // If object is a slider
if (osuLastObj.BaseObject is Slider) // If object is a slider
{
double movementVelocity = osuCurrObj.MovementDistance / osuCurrObj.MovementTime; // calculate the movement velocity from slider end to next note
double travelVelocity = osuCurrObj.TravelDistance / osuCurrObj.TravelTime; // calculate the slider velocity from slider head to lazy end.
@ -48,12 +48,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
currVelocity = Math.Max(currVelocity, movementVelocity + travelVelocity); // take the larger total combined velocity.
}
double prevVelocity = osuPrevObj.JumpDistance / osuPrevObj.StrainTime; // do the same for the previous velocity.
double prevVelocity = osuLastObj.JumpDistance / osuLastObj.StrainTime; // do the same for the previous velocity.
if (osuLastObj.BaseObject is Slider)
if (osuLastLastObj.BaseObject is Slider)
{
double movementVelocity = osuPrevObj.MovementDistance / osuPrevObj.MovementTime;
double travelVelocity = osuPrevObj.TravelDistance / osuPrevObj.TravelTime;
double movementVelocity = osuLastObj.MovementDistance / osuLastObj.MovementTime;
double travelVelocity = osuLastObj.TravelDistance / osuLastObj.TravelTime;
prevVelocity = Math.Max(prevVelocity, movementVelocity + travelVelocity);
}
@ -62,13 +62,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
double aimStrain = currVelocity; // Start strain with regular velocity.
if (Math.Max(osuCurrObj.StrainTime, osuPrevObj.StrainTime) < 1.25 * Math.Min(osuCurrObj.StrainTime, osuPrevObj.StrainTime)) // If rhythms are the same.
if (Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime) < 1.25 * Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime)) // If rhythms are the same.
{
if (osuCurrObj.Angle != null && osuPrevObj.Angle != null && osuLastObj.Angle != null)
if (osuCurrObj.Angle != null && osuLastObj.Angle != null && osuLastLastObj.Angle != null)
{
double currAngle = osuCurrObj.Angle.Value;
double prevAngle = osuPrevObj.Angle.Value;
double lastAngle = osuLastObj.Angle.Value;
double prevAngle = osuLastObj.Angle.Value;
double lastAngle = osuLastLastObj.Angle.Value;
// Rewarding angles, take the smaller velocity as base.
angleBonus = Math.Min(currVelocity, prevVelocity);