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Use correct DifficultyAttributes where possible
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@ -51,7 +51,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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difficultyHitObjects.AddRange(beatmap.HitObjects.Select(h => new ManiaHitObjectDifficulty((ManiaHitObject)h, columnCount)).OrderBy(h => h.BaseHitObject.StartTime));
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difficultyHitObjects.AddRange(beatmap.HitObjects.Select(h => new ManiaHitObjectDifficulty((ManiaHitObject)h, columnCount)).OrderBy(h => h.BaseHitObject.StartTime));
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if (!calculateStrainValues(difficultyHitObjects, timeRate))
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if (!calculateStrainValues(difficultyHitObjects, timeRate))
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return new DifficultyAttributes(mods, 0);
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return new ManiaDifficultyAttributes(mods, 0);
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double starRating = calculateDifficulty(difficultyHitObjects, timeRate) * star_scaling_factor;
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double starRating = calculateDifficulty(difficultyHitObjects, timeRate) * star_scaling_factor;
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@ -47,7 +47,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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difficultyHitObjects.Sort((a, b) => a.BaseHitObject.StartTime.CompareTo(b.BaseHitObject.StartTime));
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difficultyHitObjects.Sort((a, b) => a.BaseHitObject.StartTime.CompareTo(b.BaseHitObject.StartTime));
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if (!calculateStrainValues(difficultyHitObjects, timeRate))
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if (!calculateStrainValues(difficultyHitObjects, timeRate))
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return new DifficultyAttributes(mods, 0);
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return new TaikoDifficultyAttributes(mods, 0);
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double starRating = calculateDifficulty(difficultyHitObjects, timeRate) * star_scaling_factor;
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double starRating = calculateDifficulty(difficultyHitObjects, timeRate) * star_scaling_factor;
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