diff --git a/osu.Game.Rulesets.Catch/Difficulty/CatchDifficultyAttributes.cs b/osu.Game.Rulesets.Catch/Difficulty/CatchDifficultyAttributes.cs index 39a58d336d..8e069d7d16 100644 --- a/osu.Game.Rulesets.Catch/Difficulty/CatchDifficultyAttributes.cs +++ b/osu.Game.Rulesets.Catch/Difficulty/CatchDifficultyAttributes.cs @@ -9,6 +9,12 @@ namespace osu.Game.Rulesets.Catch.Difficulty { public class CatchDifficultyAttributes : DifficultyAttributes { + /// + /// The perceived approach rate inclusive of rate-adjusting mods (DT/HT/etc). + /// + /// + /// Rate-adjusting mods don't directly affect the approach rate difficulty value, but have a perceived effect as a result of adjusting audio timing. + /// [JsonProperty("approach_rate")] public double ApproachRate { get; set; } diff --git a/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyAttributes.cs b/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyAttributes.cs index 979a04ddf8..efd5868504 100644 --- a/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyAttributes.cs +++ b/osu.Game.Rulesets.Mania/Difficulty/ManiaDifficultyAttributes.cs @@ -9,9 +9,18 @@ namespace osu.Game.Rulesets.Mania.Difficulty { public class ManiaDifficultyAttributes : DifficultyAttributes { + /// + /// The perceived hit window for a GREAT hit inclusive of rate-adjusting mods (DT/HT/etc). + /// + /// + /// Rate-adjusting mods don't directly affect the hit window, but have a perceived effect as a result of adjusting audio timing. + /// [JsonProperty("great_hit_window")] public double GreatHitWindow { get; set; } + /// + /// The score multiplier applied via score-reducing mods. + /// [JsonProperty("score_multiplier")] public double ScoreMultiplier { get; set; } diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs index 126a9b0183..3deed4ea3d 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyAttributes.cs @@ -12,30 +12,68 @@ namespace osu.Game.Rulesets.Osu.Difficulty { public class OsuDifficultyAttributes : DifficultyAttributes { + /// + /// The difficulty corresponding to the aim skill. + /// [JsonProperty("aim_difficulty")] public double AimDifficulty { get; set; } + /// + /// The difficulty corresponding to the speed skill. + /// [JsonProperty("speed_difficulty")] public double SpeedDifficulty { get; set; } + /// + /// The difficulty corresponding to the flashlight skill. + /// [JsonProperty("flashlight_difficulty")] public double FlashlightDifficulty { get; set; } + /// + /// Describes how much of is contributed to by hitcircles or sliders. + /// A value closer to 1.0 indicates most of is contributed by hitcircles. + /// A value closer to 0.0 indicates most of is contributed by sliders. + /// [JsonProperty("slider_factor")] public double SliderFactor { get; set; } + /// + /// The perceived approach rate inclusive of rate-adjusting mods (DT/HT/etc). + /// + /// + /// Rate-adjusting mods don't directly affect the approach rate difficulty value, but have a perceived effect as a result of adjusting audio timing. + /// [JsonProperty("approach_rate")] public double ApproachRate { get; set; } + /// + /// The perceived overall difficulty inclusive of rate-adjusting mods (DT/HT/etc). + /// + /// + /// Rate-adjusting mods don't directly affect the overall difficulty value, but have a perceived effect as a result of adjusting audio timing. + /// [JsonProperty("overall_difficulty")] public double OverallDifficulty { get; set; } + /// + /// The beatmap's drain rate. This doesn't scale with rate-adjusting mods. + /// public double DrainRate { get; set; } + /// + /// The number of hitcircles in the beatmap. + /// public int HitCircleCount { get; set; } + /// + /// The number of sliders in the beatmap. + /// public int SliderCount { get; set; } + /// + /// The number of spinners in the beatmap. + /// public int SpinnerCount { get; set; } public override IEnumerable<(int attributeId, object value)> ToDatabaseAttributes() diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs index 31f5a6f570..3dc5438072 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyAttributes.cs @@ -9,18 +9,39 @@ namespace osu.Game.Rulesets.Taiko.Difficulty { public class TaikoDifficultyAttributes : DifficultyAttributes { + /// + /// The difficulty corresponding to the stamina skill. + /// [JsonProperty("stamina_difficulty")] public double StaminaDifficulty { get; set; } + /// + /// The difficulty corresponding to the rhythm skill. + /// [JsonProperty("rhythm_difficulty")] public double RhythmDifficulty { get; set; } + /// + /// The difficulty corresponding to the colour skill. + /// [JsonProperty("colour_difficulty")] public double ColourDifficulty { get; set; } + /// + /// The perceived approach rate inclusive of rate-adjusting mods (DT/HT/etc). + /// + /// + /// Rate-adjusting mods don't directly affect the approach rate difficulty value, but have a perceived effect as a result of adjusting audio timing. + /// [JsonProperty("approach_rate")] public double ApproachRate { get; set; } + /// + /// The perceived hit window for a GREAT hit inclusive of rate-adjusting mods (DT/HT/etc). + /// + /// + /// Rate-adjusting mods don't directly affect the hit window, but have a perceived effect as a result of adjusting audio timing. + /// [JsonProperty("great_hit_window")] public double GreatHitWindow { get; set; } diff --git a/osu.Game/Rulesets/Difficulty/DifficultyAttributes.cs b/osu.Game/Rulesets/Difficulty/DifficultyAttributes.cs index 991b567f57..ec3d22b67a 100644 --- a/osu.Game/Rulesets/Difficulty/DifficultyAttributes.cs +++ b/osu.Game/Rulesets/Difficulty/DifficultyAttributes.cs @@ -31,7 +31,7 @@ namespace osu.Game.Rulesets.Difficulty public Mod[] Mods { get; set; } /// - /// The combined star rating of all skill. + /// The combined star rating of all skills. /// [JsonProperty("star_rating", Order = -3)] public double StarRating { get; set; }