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Normalized -> Normalised
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@ -11,10 +11,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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{
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public class OsuDifficultyHitObject : DifficultyHitObject
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{
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private const int normalized_radius = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
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private const int normalised_radius = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
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private const int min_delta_time = 25;
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private const float maximum_slider_radius = normalized_radius * 2.4f;
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private const float assumed_slider_radius = normalized_radius * 1.8f;
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private const float maximum_slider_radius = normalised_radius * 2.4f;
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private const float assumed_slider_radius = normalised_radius * 1.8f;
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protected new OsuHitObject BaseObject => (OsuHitObject)base.BaseObject;
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@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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public readonly double StrainTime;
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/// <summary>
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/// Normalized distance from the end position of the previous <see cref="OsuDifficultyHitObject"/> to the start position of this <see cref="OsuDifficultyHitObject"/>.
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/// Normalised distance from the end position of the previous <see cref="OsuDifficultyHitObject"/> to the start position of this <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public double JumpDistance { get; private set; }
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@ -39,7 +39,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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public double MovementTime { get; private set; }
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/// <summary>
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/// Normalized distance between the start and end position of this <see cref="OsuDifficultyHitObject"/>.
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/// Normalised distance between the start and end position of this <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public double TravelDistance { get; private set; }
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@ -76,7 +76,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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return;
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// We will scale distances by this factor, so we can assume a uniform CircleSize among beatmaps.
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float scalingFactor = normalized_radius / (float)BaseObject.Radius;
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float scalingFactor = normalised_radius / (float)BaseObject.Radius;
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if (BaseObject.Radius < 30)
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{
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@ -153,7 +153,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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slider.LazyEndPosition = slider.StackedPosition + slider.Path.PositionAt(endTimeMin); // temporary lazy end position until a real result can be derived.
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var currCursorPosition = slider.StackedPosition;
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double scalingFactor = normalized_radius / slider.Radius; // lazySliderDistance is coded to be sensitive to scaling, this makes the maths easier with the thresholds being used.
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double scalingFactor = normalised_radius / slider.Radius; // lazySliderDistance is coded to be sensitive to scaling, this makes the maths easier with the thresholds being used.
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for (int i = 1; i < slider.NestedHitObjects.Count; i++)
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{
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@ -181,7 +181,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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else if (currMovementObj is SliderRepeat)
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{
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// For a slider repeat, assume a tighter movement threshold to better assess repeat sliders.
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requiredMovement = normalized_radius;
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requiredMovement = normalised_radius;
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}
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if (currMovementLength > requiredMovement)
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