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Rename member
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@ -211,7 +211,7 @@ namespace osu.Game.Rulesets.Scoring
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scoringValues.BaseScore += result.IsHit() ? Judgement.ToNumericResult(result) : 0;
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if (result.IsBasic())
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scoringValues.HitObjects++;
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scoringValues.CountBasicHitObjects++;
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}
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/// <summary>
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@ -260,7 +260,7 @@ namespace osu.Game.Rulesets.Scoring
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scoringValues.BaseScore -= result.IsHit() ? Judgement.ToNumericResult(result) : 0;
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if (result.IsBasic())
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scoringValues.HitObjects--;
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scoringValues.CountBasicHitObjects--;
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}
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private void updateScore()
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@ -340,7 +340,7 @@ namespace osu.Game.Rulesets.Scoring
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if (scoreInfo.IsLegacyScore && scoreInfo.Ruleset.OnlineID == 3 && maximum.BaseScore > 0)
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accuracyRatio = current.BaseScore / maximum.BaseScore;
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return ComputeScore(mode, accuracyRatio, comboRatio, current.BonusScore, maximum.HitObjects);
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return ComputeScore(mode, accuracyRatio, comboRatio, current.BonusScore, maximum.CountBasicHitObjects);
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}
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/// <summary>
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@ -355,7 +355,7 @@ namespace osu.Game.Rulesets.Scoring
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{
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double accuracyRatio = maximum.BaseScore > 0 ? current.BaseScore / maximum.BaseScore : 1;
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double comboRatio = maximum.MaxCombo > 0 ? (double)current.MaxCombo / maximum.MaxCombo : 1;
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return ComputeScore(mode, accuracyRatio, comboRatio, current.BonusScore, maximum.HitObjects);
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return ComputeScore(mode, accuracyRatio, comboRatio, current.BonusScore, maximum.CountBasicHitObjects);
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}
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/// <summary>
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@ -479,11 +479,11 @@ namespace osu.Game.Rulesets.Scoring
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/// This method is useful in a variety of situations, with a few drawbacks that need to be considered:
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/// <list type="bullet">
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/// <item>The maximum <see cref="ScoringValues.BonusScore"/> will always be 0.</item>
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/// <item>The current and maximum <see cref="ScoringValues.HitObjects"/> will always be the same value.</item>
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/// <item>The current and maximum <see cref="ScoringValues.CountBasicHitObjects"/> will always be the same value.</item>
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/// </list>
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/// Consumers are expected to more accurately fill in the above values through external means.
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/// <para>
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/// <b>Ensure</b> to fill in the maximum <see cref="ScoringValues.HitObjects"/> for use in
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/// <b>Ensure</b> to fill in the maximum <see cref="ScoringValues.CountBasicHitObjects"/> for use in
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/// <see cref="ComputeScore(osu.Game.Rulesets.Scoring.ScoringMode,osu.Game.Scoring.ScoringValues,osu.Game.Scoring.ScoringValues)"/>.
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/// </para>
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/// </remarks>
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@ -504,11 +504,11 @@ namespace osu.Game.Rulesets.Scoring
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/// This method is useful in a variety of situations, with a few drawbacks that need to be considered:
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/// <list type="bullet">
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/// <item>The maximum <see cref="ScoringValues.BonusScore"/> will always be 0.</item>
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/// <item>The current and maximum <see cref="ScoringValues.HitObjects"/> will always be the same value.</item>
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/// <item>The current and maximum <see cref="ScoringValues.CountBasicHitObjects"/> will always be the same value.</item>
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/// </list>
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/// Consumers are expected to more accurately fill in the above values through external means.
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/// <para>
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/// <b>Ensure</b> to fill in the maximum <see cref="ScoringValues.HitObjects"/> for use in
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/// <b>Ensure</b> to fill in the maximum <see cref="ScoringValues.CountBasicHitObjects"/> for use in
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/// <see cref="ComputeScore(osu.Game.Rulesets.Scoring.ScoringMode,osu.Game.Scoring.ScoringValues,osu.Game.Scoring.ScoringValues)"/>.
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/// </para>
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/// </remarks>
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@ -530,7 +530,7 @@ namespace osu.Game.Rulesets.Scoring
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/// <list type="bullet">
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/// <item>The current <see cref="ScoringValues.MaxCombo"/> will always be 0.</item>
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/// <item>The maximum <see cref="ScoringValues.BonusScore"/> will always be 0.</item>
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/// <item>The current and maximum <see cref="ScoringValues.HitObjects"/> will always be the same value.</item>
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/// <item>The current and maximum <see cref="ScoringValues.CountBasicHitObjects"/> will always be the same value.</item>
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/// </list>
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/// Consumers are expected to more accurately fill in the above values (especially the current <see cref="ScoringValues.MaxCombo"/>) via external means (e.g. <see cref="ScoreInfo"/>).
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/// </remarks>
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@ -582,8 +582,8 @@ namespace osu.Game.Rulesets.Scoring
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if (result.IsBasic())
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{
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current.HitObjects += count;
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maximum.HitObjects += count;
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current.CountBasicHitObjects += count;
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maximum.CountBasicHitObjects += count;
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}
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}
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}
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@ -33,6 +33,6 @@ namespace osu.Game.Scoring
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/// The count of "basic" <see cref="HitObject"/>s. See: <see cref="HitResultExtensions.IsBasic"/>.
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/// </summary>
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[Key(3)]
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public int HitObjects;
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public int CountBasicHitObjects;
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}
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}
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