Merge pull request #11857 from Syriiin/diffcalc/refactor/catch-clockrate-effects

Refactor catch Movement skill to not require explicit clockrate usage
This commit is contained in:
Dan Balasescu
2021-06-03 17:29:27 +09:00
committed by GitHub
12 changed files with 27 additions and 18 deletions

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@ -59,7 +59,7 @@ namespace osu.Game.Rulesets.Difficulty
private DifficultyAttributes calculate(IBeatmap beatmap, Mod[] mods, double clockRate)
{
var skills = CreateSkills(beatmap, mods);
var skills = CreateSkills(beatmap, mods, clockRate);
if (!beatmap.HitObjects.Any())
return CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
@ -180,7 +180,8 @@ namespace osu.Game.Rulesets.Difficulty
/// </summary>
/// <param name="beatmap">The <see cref="IBeatmap"/> whose difficulty will be calculated.</param>
/// <param name="mods">Mods to calculate difficulty with.</param>
/// <param name="clockRate">Clockrate to calculate difficulty with.</param>
/// <returns>The <see cref="Skill"/>s.</returns>
protected abstract Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods);
protected abstract Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate);
}
}