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mirror of https://github.com/ppy/osu.git synced 2024-11-11 12:57:36 +08:00

ComputeTargets -> SimulateAutoplay + improve xmldoc

This commit is contained in:
smoogipooo 2017-09-12 21:16:47 +09:00
parent 3e3618d724
commit d0774c7bc6
4 changed files with 8 additions and 7 deletions

View File

@ -101,7 +101,7 @@ namespace osu.Game.Rulesets.Mania.Scoring
{
}
protected override void ComputeTargets(Beatmap<ManiaHitObject> beatmap)
protected override void SimulateAutoplay(Beatmap<ManiaHitObject> beatmap)
{
BeatmapDifficulty difficulty = beatmap.BeatmapInfo.Difficulty;
hpMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_min, hp_multiplier_mid, hp_multiplier_max);

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@ -36,7 +36,7 @@ namespace osu.Game.Rulesets.Osu.Scoring
private readonly Dictionary<HitResult, int> scoreResultCounts = new Dictionary<HitResult, int>();
private readonly Dictionary<ComboResult, int> comboResultCounts = new Dictionary<ComboResult, int>();
protected override void ComputeTargets(Beatmap<OsuHitObject> beatmap)
protected override void SimulateAutoplay(Beatmap<OsuHitObject> beatmap)
{
hpDrainRate = beatmap.BeatmapInfo.Difficulty.DrainRate;

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@ -72,7 +72,7 @@ namespace osu.Game.Rulesets.Taiko.Scoring
{
}
protected override void ComputeTargets(Beatmap<TaikoHitObject> beatmap)
protected override void SimulateAutoplay(Beatmap<TaikoHitObject> beatmap)
{
double hpMultiplierNormal = 1 / (hp_hit_great * beatmap.HitObjects.FindAll(o => o is Hit).Count * BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, 0.5, 0.75, 0.98));

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@ -156,7 +156,7 @@ namespace osu.Game.Rulesets.Scoring
{
rulesetContainer.OnJudgement += AddJudgement;
ComputeTargets(rulesetContainer.Beatmap);
SimulateAutoplay(rulesetContainer.Beatmap);
maxComboScore = comboScore;
MaxHits = Hits;
@ -165,10 +165,11 @@ namespace osu.Game.Rulesets.Scoring
}
/// <summary>
/// Computes target scoring values for this ScoreProcessor. This is equivalent to performing an auto-play of the score to find the values.
/// Simulates an autoplay of <see cref="HitObject"/>s that will be judged by this <see cref="ScoreProcessor{TObject}"/>
/// by adding <see cref="Judgement"/>s for each <see cref="HitObject"/> in the <see cref="Beatmap{TObject}"/>.
/// </summary>
/// <param name="beatmap">The Beatmap containing the objects that will be judged by this ScoreProcessor.</param>
protected virtual void ComputeTargets(Beatmap<TObject> beatmap) { }
/// <param name="beatmap">The <see cref="Beatmap{TObject}"/> containing the <see cref="HitObject"/>s that will be judged by this <see cref="ScoreProcessor{TObject}"/>.</param>
protected virtual void SimulateAutoplay(Beatmap<TObject> beatmap) { }
/// <summary>
/// Adds a judgement to this ScoreProcessor.