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Fix typo and whitespace.

This commit is contained in:
Péter Nemes 2017-06-06 00:07:00 +02:00
parent c624712f2f
commit f9441a7419
4 changed files with 5 additions and 5 deletions

View File

@ -29,7 +29,7 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty
protected override double CalculateInternal(Dictionary<string, string> categoryDifficulty) protected override double CalculateInternal(Dictionary<string, string> categoryDifficulty)
{ {
OsuDifficulyBeatmap beatmap = new OsuDifficulyBeatmap(Objects); OsuDifficultyBeatmap beatmap = new OsuDifficultyBeatmap(Objects);
Skill[] skills = new Skill[2] Skill[] skills = new Skill[2]
{ {
new Aim(), new Aim(),

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@ -7,12 +7,12 @@ using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
{ {
public class OsuDifficulyBeatmap : IEnumerable<OsuDifficultyHitObject> public class OsuDifficultyBeatmap : IEnumerable<OsuDifficultyHitObject>
{ {
IEnumerator<OsuDifficultyHitObject> difficultyObjects; IEnumerator<OsuDifficultyHitObject> difficultyObjects;
private Queue<OsuDifficultyHitObject> onScreen = new Queue<OsuDifficultyHitObject>(); private Queue<OsuDifficultyHitObject> onScreen = new Queue<OsuDifficultyHitObject>();
public OsuDifficulyBeatmap(List<OsuHitObject> objects) public OsuDifficultyBeatmap(List<OsuHitObject> objects)
{ {
// Sort HitObjects by StartTime - they are not correctly ordered in some cases. // Sort HitObjects by StartTime - they are not correctly ordered in some cases.
// This should probably happen before the objects reach the difficulty calculator. // This should probably happen before the objects reach the difficulty calculator.

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@ -12,4 +12,4 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Skills
protected override double strainValue() => Math.Pow(current.Distance, 0.99) / current.MS; protected override double strainValue() => Math.Pow(current.Distance, 0.99) / current.MS;
} }
} }

View File

@ -33,7 +33,7 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Skills
currentStrain += strainValue() * skillMultiplier; currentStrain += strainValue() * skillMultiplier;
currentSectionPeak = Math.Max(currentStrain, currentSectionPeak); currentSectionPeak = Math.Max(currentStrain, currentSectionPeak);
previous.Push(current); previous.Push(current);
} }