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Add basic xmldoc to results class
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@ -73,13 +73,36 @@ namespace osu.Game.Rulesets.Scoring
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public static bool AffectsUnstableRate(HitEvent e) => AffectsUnstableRate(e.HitObject, e.Result);
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public static bool AffectsUnstableRate(HitEvent e) => AffectsUnstableRate(e.HitObject, e.Result);
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public static bool AffectsUnstableRate(HitObject hitObject, HitResult result) => hitObject.HitWindows != HitWindows.Empty && result.IsHit();
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public static bool AffectsUnstableRate(HitObject hitObject, HitResult result) => hitObject.HitWindows != HitWindows.Empty && result.IsHit();
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/// <summary>
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/// Data type returned by <see cref="HitEventExtensions.CalculateUnstableRate"/> which allows efficient incremental processing.
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/// </summary>
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/// <remarks>
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/// This should be passed back into future <see cref="HitEventExtensions.CalculateUnstableRate"/> calls as a parameter.
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///
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/// The optimisations used here rely on hit events being a consecutive sequence from a single gameplay session.
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/// When a new gameplay session is started, any existing results should be disposed.
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/// </remarks>
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public class UnstableRateCalculationResult
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public class UnstableRateCalculationResult
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{
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{
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/// <summary>
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/// Total events processed. For internal incremental calculation use.
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/// </summary>
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public int EventCount;
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public int EventCount;
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/// <summary>
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/// Last sum-of-squares value. For internal incremental calculation use.
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/// </summary>
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public double SumOfSquares;
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public double SumOfSquares;
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/// <summary>
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/// Last mean value. For internal incremental calculation use.
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/// </summary>
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public double Mean;
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public double Mean;
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public double Result => 10.0 * Math.Sqrt(SumOfSquares / EventCount);
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/// <summary>
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/// The unstable rate.
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/// </summary>
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public double Result => EventCount == 0 ? 0 : 10.0 * Math.Sqrt(SumOfSquares / EventCount);
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}
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}
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}
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}
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}
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}
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