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mirror of https://github.com/ppy/osu.git synced 2025-01-13 15:33:21 +08:00

Normalized -> Normalised

This commit is contained in:
Dan Balasescu 2021-11-24 13:01:53 +09:00
parent e07c44d79a
commit a081038076

View File

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