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@ -49,8 +49,8 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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switch (hitObject)
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switch (hitObject)
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{
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{
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// We want to only consider fruits that contribute to the combo. Droplets are addressed as accuracy and spinners are not relevant for "skill" calculations.
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// We want to only consider fruits that contribute to the combo. Droplets are addressed as accuracy and spinners are not relevant for "skill" calculations.
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case Fruit _:
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case Fruit fruit:
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difficultyHitObjects.Add(new CatchDifficultyHitObject((CatchHitObject)hitObject, halfCatchWidth));
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difficultyHitObjects.Add(new CatchDifficultyHitObject(fruit, halfCatchWidth));
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break;
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break;
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case JuiceStream _:
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case JuiceStream _:
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difficultyHitObjects.AddRange(hitObject.NestedHitObjects.OfType<CatchHitObject>().Where(o => !(o is TinyDroplet)).Select(o => new CatchDifficultyHitObject(o, halfCatchWidth)));
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difficultyHitObjects.AddRange(hitObject.NestedHitObjects.OfType<CatchHitObject>().Where(o => !(o is TinyDroplet)).Select(o => new CatchDifficultyHitObject(o, halfCatchWidth)));
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@ -87,8 +87,8 @@ namespace osu.Game.Rulesets.Taiko.Scoring
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if (obj.IsStrong)
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if (obj.IsStrong)
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AddJudgement(new TaikoStrongHitJudgement());
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AddJudgement(new TaikoStrongHitJudgement());
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break;
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break;
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case DrumRoll _:
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case DrumRoll drumRoll:
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for (int i = 0; i < ((DrumRoll)obj).NestedHitObjects.OfType<DrumRollTick>().Count(); i++)
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for (int i = 0; i < drumRoll.NestedHitObjects.OfType<DrumRollTick>().Count(); i++)
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{
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{
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AddJudgement(new TaikoDrumRollTickJudgement { Result = HitResult.Great });
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AddJudgement(new TaikoDrumRollTickJudgement { Result = HitResult.Great });
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@ -71,11 +71,11 @@ namespace osu.Game.Rulesets.Difficulty
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case 1:
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case 1:
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yield return currentSet.Single();
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yield return currentSet.Single();
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break;
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break;
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default:
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yield return new MultiMod(currentSet.ToArray());
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break;
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}
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}
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if (currentSetCount > 1)
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yield return new MultiMod(currentSet.ToArray());
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// Apply mods in the adjustment set recursively. Using the entire adjustment set would result in duplicate multi-mod mod
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// Apply mods in the adjustment set recursively. Using the entire adjustment set would result in duplicate multi-mod mod
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// combinations in further recursions, so a moving subset is used to eliminate this effect
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// combinations in further recursions, so a moving subset is used to eliminate this effect
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for (int i = adjustmentSetStart; i < adjustmentSet.Length; i++)
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for (int i = adjustmentSetStart; i < adjustmentSet.Length; i++)
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