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Minor cleanups, unifying wording a bit more

This commit is contained in:
Dan Balasescu 2021-12-08 15:59:15 +09:00
parent 1a09a3469a
commit 99991a6703

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@ -119,7 +119,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
MinimumJumpTime = Math.Max(StrainTime - lastTravelTime, min_delta_time); MinimumJumpTime = Math.Max(StrainTime - lastTravelTime, min_delta_time);
// //
// There are two types of slider-to-object patterns to consider in order to better approximate the real movements a player will take. // There are two types of slider-to-object patterns to consider in order to better approximate the real movement a player will take to jump between the hitobjects.
// //
// 1. The anti-flow pattern, where players cut the slider short in order to move to the next hitobject. // 1. The anti-flow pattern, where players cut the slider short in order to move to the next hitobject.
// //
@ -127,7 +127,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
// | ← most natural jump path // | ← most natural jump path
// o ← a follow-up hitcircle // o ← a follow-up hitcircle
// //
// In this case the most natural jump path (o--o) is approximated by LazyJumpDistance. // In this case the most natural jump path is approximated by LazyJumpDistance.
// //
// 2. The flow pattern, where players follow through the slider to its visual extent into the next hitobject. // 2. The flow pattern, where players follow through the slider to its visual extent into the next hitobject.
// //
@ -135,7 +135,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
// ↑ // ↑
// most natural jump path // most natural jump path
// //
// In this case the most natural movement path is better approximated by a new distance called "tailJumpDistance" - the distance between the slider's tail and the next hitobject. // In this case the most natural jump path is better approximated by a new distance called "tailJumpDistance" - the distance between the slider's tail and the next hitobject.
// //
// Thus, the player is assumed to jump the minimum of these two distances in all cases. // Thus, the player is assumed to jump the minimum of these two distances in all cases.
// //