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Merge branch 'remove-populateattributes' into new-diffcalc-catch
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commit
dac3c4564e
@ -25,7 +25,7 @@ namespace osu.Game.Rulesets.Difficulty
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protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double clockRate)
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protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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{
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var skills = CreateSkills();
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var skills = CreateSkills(beatmap);
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if (!beatmap.HitObjects.Any())
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if (!beatmap.HitObjects.Any())
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return CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
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return CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
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@ -106,9 +106,9 @@ namespace osu.Game.Rulesets.Difficulty
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/// <summary>
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/// <summary>
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/// Creates <see cref="DifficultyAttributes"/> to describe beatmap's calculated difficulty.
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/// Creates <see cref="DifficultyAttributes"/> to describe beatmap's calculated difficulty.
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/// </summary>
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> whose difficulty was processed.</param>
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/// <param name="beatmap">The <see cref="IBeatmap"/> whose difficulty was calculated.</param>
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/// <param name="mods">The <see cref="Mod"/>s that were applied during the process.</param>
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/// <param name="mods">The <see cref="Mod"/>s that difficulty was calculated with.</param>
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/// <param name="skills">The skills which processed the difficulty.</param>
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/// <param name="skills">The skills which processed the beatmap.</param>
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/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
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/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
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protected abstract DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate);
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protected abstract DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate);
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@ -121,9 +121,10 @@ namespace osu.Game.Rulesets.Difficulty
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protected abstract IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate);
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protected abstract IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate);
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/// <summary>
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/// <summary>
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/// Creates the <see cref="Skill"/>s to calculate the difficulty of <see cref="DifficultyHitObject"/>s.
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/// Creates the <see cref="Skill"/>s to calculate the difficulty of an <see cref="IBeatmap"/>.
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/// </summary>
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> whose difficulty will be calculated.</param
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/// <returns>The <see cref="Skill"/>s.</returns>
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/// <returns>The <see cref="Skill"/>s.</returns>
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protected abstract Skill[] CreateSkills();
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protected abstract Skill[] CreateSkills(IBeatmap beatmap);
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}
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}
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}
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}
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