From a638392e81e9656b305a0b4c9ed8b0c8d4cd347d Mon Sep 17 00:00:00 2001 From: Dan Balasescu Date: Thu, 2 Jun 2022 16:35:50 +0900 Subject: [PATCH] Rename member --- osu.Game/Rulesets/Scoring/ScoreProcessor.cs | 22 ++++++++++----------- osu.Game/Scoring/ScoringValues.cs | 2 +- 2 files changed, 12 insertions(+), 12 deletions(-) diff --git a/osu.Game/Rulesets/Scoring/ScoreProcessor.cs b/osu.Game/Rulesets/Scoring/ScoreProcessor.cs index dd977a5c50..4a5897c621 100644 --- a/osu.Game/Rulesets/Scoring/ScoreProcessor.cs +++ b/osu.Game/Rulesets/Scoring/ScoreProcessor.cs @@ -211,7 +211,7 @@ namespace osu.Game.Rulesets.Scoring scoringValues.BaseScore += result.IsHit() ? Judgement.ToNumericResult(result) : 0; if (result.IsBasic()) - scoringValues.HitObjects++; + scoringValues.CountBasicHitObjects++; } /// @@ -260,7 +260,7 @@ namespace osu.Game.Rulesets.Scoring scoringValues.BaseScore -= result.IsHit() ? Judgement.ToNumericResult(result) : 0; if (result.IsBasic()) - scoringValues.HitObjects--; + scoringValues.CountBasicHitObjects--; } private void updateScore() @@ -340,7 +340,7 @@ namespace osu.Game.Rulesets.Scoring if (scoreInfo.IsLegacyScore && scoreInfo.Ruleset.OnlineID == 3 && maximum.BaseScore > 0) accuracyRatio = current.BaseScore / maximum.BaseScore; - return ComputeScore(mode, accuracyRatio, comboRatio, current.BonusScore, maximum.HitObjects); + return ComputeScore(mode, accuracyRatio, comboRatio, current.BonusScore, maximum.CountBasicHitObjects); } /// @@ -355,7 +355,7 @@ namespace osu.Game.Rulesets.Scoring { double accuracyRatio = maximum.BaseScore > 0 ? current.BaseScore / maximum.BaseScore : 1; double comboRatio = maximum.MaxCombo > 0 ? (double)current.MaxCombo / maximum.MaxCombo : 1; - return ComputeScore(mode, accuracyRatio, comboRatio, current.BonusScore, maximum.HitObjects); + return ComputeScore(mode, accuracyRatio, comboRatio, current.BonusScore, maximum.CountBasicHitObjects); } /// @@ -479,11 +479,11 @@ namespace osu.Game.Rulesets.Scoring /// This method is useful in a variety of situations, with a few drawbacks that need to be considered: /// /// The maximum will always be 0. - /// The current and maximum will always be the same value. + /// The current and maximum will always be the same value. /// /// Consumers are expected to more accurately fill in the above values through external means. /// - /// Ensure to fill in the maximum for use in + /// Ensure to fill in the maximum for use in /// . /// /// @@ -504,11 +504,11 @@ namespace osu.Game.Rulesets.Scoring /// This method is useful in a variety of situations, with a few drawbacks that need to be considered: /// /// The maximum will always be 0. - /// The current and maximum will always be the same value. + /// The current and maximum will always be the same value. /// /// Consumers are expected to more accurately fill in the above values through external means. /// - /// Ensure to fill in the maximum for use in + /// Ensure to fill in the maximum for use in /// . /// /// @@ -530,7 +530,7 @@ namespace osu.Game.Rulesets.Scoring /// /// The current will always be 0. /// The maximum will always be 0. - /// The current and maximum will always be the same value. + /// The current and maximum will always be the same value. /// /// Consumers are expected to more accurately fill in the above values (especially the current ) via external means (e.g. ). /// @@ -582,8 +582,8 @@ namespace osu.Game.Rulesets.Scoring if (result.IsBasic()) { - current.HitObjects += count; - maximum.HitObjects += count; + current.CountBasicHitObjects += count; + maximum.CountBasicHitObjects += count; } } } diff --git a/osu.Game/Scoring/ScoringValues.cs b/osu.Game/Scoring/ScoringValues.cs index 4b562c20e4..09ecd8e336 100644 --- a/osu.Game/Scoring/ScoringValues.cs +++ b/osu.Game/Scoring/ScoringValues.cs @@ -33,6 +33,6 @@ namespace osu.Game.Scoring /// The count of "basic" s. See: . /// [Key(3)] - public int HitObjects; + public int CountBasicHitObjects; } }