diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs index 5c7b093d24..0080ad40b4 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs @@ -20,9 +20,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills { } - public static double MaxDifficulty; //Max difficulty of a single object - - public static double SumDifficulty; //Summed difficulty of a single object protected override int ReducedSectionCount => 5; private double skillMultiplier => 1.430; private double strainDecayBase => 0.3; @@ -30,10 +27,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills private double currentStrain; private double currentRhythm; - private double maxDifficulty; - - private double sumDifficulty; - private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000); protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => (currentStrain * currentRhythm) * strainDecay(time - current.Previous(0).StartTime); @@ -42,25 +35,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills { currentStrain *= strainDecay(((OsuDifficultyHitObject)current).StrainTime); - double currentHitObjectStrain = SpeedEvaluator.EvaluateDifficultyOf(current) * skillMultiplier; - - currentStrain += currentHitObjectStrain; + currentStrain += SpeedEvaluator.EvaluateDifficultyOf(current) * skillMultiplier; currentRhythm = RhythmEvaluator.EvaluateDifficultyOf(current); double totalStrain = currentStrain * currentRhythm; - sumDifficulty += currentHitObjectStrain * currentRhythm; - - if (maxDifficulty < currentHitObjectStrain) - maxDifficulty = currentHitObjectStrain; - - if (current.Next(1) is null) - { - MaxDifficulty = maxDifficulty; - SumDifficulty = sumDifficulty; - } - return totalStrain; }