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osu-lazer/osu.Game/Rulesets/Difficulty/Skills/GraphSkill.cs
Givikap120 8c2405da68 Big bump
1) Fully reworked architecture: splitted reading in branches.
2) Added High AR reading

What is broken now:
- Low AR (because i focused mostly on High vs Low AR reading values on high end)
- HD (it's using live HD rn)
- 3 mod speed, cuz part of the speed pp is unaffected by low acc nerf in speed pp calculation
2024-01-20 22:59:35 +02:00

40 lines
1.2 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Difficulty.Skills
{
/// <summary>
/// A abstract skill with available per objet difficulty.
/// </summary>
/// <remarks>
/// This class should be considered a "processing" class and not persisted.
/// </remarks>
public abstract class GraphSkill : Skill
{
protected GraphSkill(Mod[] mods)
: base(mods)
{
}
/// <summary>
/// The length of each section.
/// </summary>
protected virtual int SectionLength => 400;
public double CurrentSectionPeak { get; protected set; } // We also keep track of the peak level in the current section.
protected double CurrentSectionEnd;
protected readonly List<double> StrainPeaks = new List<double>();
/// <summary>
/// Returns a live enumerable of the difficulties
/// </summary>
public virtual IEnumerable<double> GetCurrentStrainPeaks() => StrainPeaks.Append(CurrentSectionPeak);
}
}