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Add XMLDocs to difficulty attribute properties
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@ -9,6 +9,12 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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{
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public class CatchDifficultyAttributes : DifficultyAttributes
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{
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/// <summary>
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/// The perceived approach rate inclusive of rate-adjusting mods (DT/HT/etc).
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/// </summary>
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/// <remarks>
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/// Rate-adjusting mods don't directly affect the approach rate difficulty value, but have a perceived effect as a result of adjusting audio timing.
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/// </remarks>
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[JsonProperty("approach_rate")]
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public double ApproachRate { get; set; }
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@ -9,9 +9,18 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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{
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public class ManiaDifficultyAttributes : DifficultyAttributes
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{
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/// <summary>
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/// The perceived hit window for a GREAT hit inclusive of rate-adjusting mods (DT/HT/etc).
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/// </summary>
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/// <remarks>
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/// Rate-adjusting mods don't directly affect the hit window, but have a perceived effect as a result of adjusting audio timing.
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/// </remarks>
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[JsonProperty("great_hit_window")]
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public double GreatHitWindow { get; set; }
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/// <summary>
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/// The score multiplier applied via score-reducing mods.
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/// </summary>
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[JsonProperty("score_multiplier")]
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public double ScoreMultiplier { get; set; }
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@ -12,30 +12,68 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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public class OsuDifficultyAttributes : DifficultyAttributes
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{
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/// <summary>
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/// The difficulty corresponding to the aim skill.
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/// </summary>
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[JsonProperty("aim_difficulty")]
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public double AimDifficulty { get; set; }
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/// <summary>
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/// The difficulty corresponding to the speed skill.
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/// </summary>
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[JsonProperty("speed_difficulty")]
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public double SpeedDifficulty { get; set; }
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/// <summary>
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/// The difficulty corresponding to the flashlight skill.
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/// </summary>
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[JsonProperty("flashlight_difficulty")]
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public double FlashlightDifficulty { get; set; }
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/// <summary>
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/// Describes how much of <see cref="AimDifficulty"/> is contributed to by hitcircles or sliders.
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/// A value closer to 1.0 indicates most of <see cref="AimDifficulty"/> is contributed by hitcircles.
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/// A value closer to 0.0 indicates most of <see cref="AimDifficulty"/> is contributed by sliders.
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/// </summary>
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[JsonProperty("slider_factor")]
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public double SliderFactor { get; set; }
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/// <summary>
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/// The perceived approach rate inclusive of rate-adjusting mods (DT/HT/etc).
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/// </summary>
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/// <remarks>
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/// Rate-adjusting mods don't directly affect the approach rate difficulty value, but have a perceived effect as a result of adjusting audio timing.
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/// </remarks>
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[JsonProperty("approach_rate")]
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public double ApproachRate { get; set; }
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/// <summary>
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/// The perceived overall difficulty inclusive of rate-adjusting mods (DT/HT/etc).
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/// </summary>
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/// <remarks>
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/// Rate-adjusting mods don't directly affect the overall difficulty value, but have a perceived effect as a result of adjusting audio timing.
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/// </remarks>
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[JsonProperty("overall_difficulty")]
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public double OverallDifficulty { get; set; }
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/// <summary>
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/// The beatmap's drain rate. This doesn't scale with rate-adjusting mods.
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/// </summary>
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public double DrainRate { get; set; }
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/// <summary>
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/// The number of hitcircles in the beatmap.
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/// </summary>
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public int HitCircleCount { get; set; }
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/// <summary>
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/// The number of sliders in the beatmap.
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/// </summary>
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public int SliderCount { get; set; }
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/// <summary>
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/// The number of spinners in the beatmap.
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/// </summary>
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public int SpinnerCount { get; set; }
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public override IEnumerable<(int attributeId, object value)> ToDatabaseAttributes()
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@ -9,18 +9,39 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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public class TaikoDifficultyAttributes : DifficultyAttributes
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{
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/// <summary>
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/// The difficulty corresponding to the stamina skill.
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/// </summary>
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[JsonProperty("stamina_difficulty")]
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public double StaminaDifficulty { get; set; }
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/// <summary>
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/// The difficulty corresponding to the rhythm skill.
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/// </summary>
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[JsonProperty("rhythm_difficulty")]
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public double RhythmDifficulty { get; set; }
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/// <summary>
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/// The difficulty corresponding to the colour skill.
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/// </summary>
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[JsonProperty("colour_difficulty")]
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public double ColourDifficulty { get; set; }
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/// <summary>
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/// The perceived approach rate inclusive of rate-adjusting mods (DT/HT/etc).
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/// </summary>
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/// <remarks>
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/// Rate-adjusting mods don't directly affect the approach rate difficulty value, but have a perceived effect as a result of adjusting audio timing.
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/// </remarks>
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[JsonProperty("approach_rate")]
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public double ApproachRate { get; set; }
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/// <summary>
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/// The perceived hit window for a GREAT hit inclusive of rate-adjusting mods (DT/HT/etc).
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/// </summary>
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/// <remarks>
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/// Rate-adjusting mods don't directly affect the hit window, but have a perceived effect as a result of adjusting audio timing.
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/// </remarks>
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[JsonProperty("great_hit_window")]
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public double GreatHitWindow { get; set; }
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@ -31,7 +31,7 @@ namespace osu.Game.Rulesets.Difficulty
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public Mod[] Mods { get; set; }
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/// <summary>
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/// The combined star rating of all skill.
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/// The combined star rating of all skills.
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/// </summary>
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[JsonProperty("star_rating", Order = -3)]
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public double StarRating { get; set; }
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