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Correct xmldocs
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@ -11,9 +11,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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public class StaminaEvaluator
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public class StaminaEvaluator
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{
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{
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/// <summary>
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/// <summary>
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/// Applies a speed bonus dependent on the time since the last hit performed using this key.
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/// Applies a speed bonus dependent on the time since the last hit performed using this finger.
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/// </summary>
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/// </summary>
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/// <param name="interval">The interval between the current and previous note hit using the same key.</param>
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/// <param name="interval">The interval between the current and previous note hit using the same finger.</param>
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private static double speedBonus(double interval)
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private static double speedBonus(double interval)
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{
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{
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// Interval is capped at a very small value to prevent infinite values.
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// Interval is capped at a very small value to prevent infinite values.
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@ -47,7 +47,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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/// <summary>
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/// <summary>
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/// Evaluates the minimum mechanical stamina required to play the current object. This is calculated using the
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/// Evaluates the minimum mechanical stamina required to play the current object. This is calculated using the
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/// maximum possible interval between two hits using the same key, by alternating 2 keys for each colour.
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/// maximum possible interval between two hits using the same key, by alternating available fingers for each colour.
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/// </summary>
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
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{
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{
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@ -56,13 +56,14 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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return 0.0;
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return 0.0;
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}
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}
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// Find the previous hit object hit by the current key, which is two notes of the same colour prior.
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// Find the previous hit object hit by the current finger, which is n notes prior, n being the number of
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// available fingers.
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TaikoDifficultyHitObject taikoCurrent = (TaikoDifficultyHitObject)current;
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TaikoDifficultyHitObject taikoCurrent = (TaikoDifficultyHitObject)current;
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TaikoDifficultyHitObject? keyPrevious = taikoCurrent.PreviousMono(availableFingersFor(taikoCurrent) - 1);
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TaikoDifficultyHitObject? keyPrevious = taikoCurrent.PreviousMono(availableFingersFor(taikoCurrent) - 1);
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if (keyPrevious == null)
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if (keyPrevious == null)
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{
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{
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// There is no previous hit object hit by the current key
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// There is no previous hit object hit by the current finger
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return 0.0;
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return 0.0;
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}
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}
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@ -13,9 +13,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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/// <summary>
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/// <summary>
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/// Calculates the stamina coefficient of taiko difficulty.
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/// Calculates the stamina coefficient of taiko difficulty.
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/// </summary>
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/// </summary>
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/// <remarks>
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/// The reference play style chosen uses two hands, with full alternating (the hand changes after every hit).
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/// </remarks>
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public class Stamina : StrainDecaySkill
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public class Stamina : StrainDecaySkill
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{
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{
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protected override double SkillMultiplier => 1.1;
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protected override double SkillMultiplier => 1.1;
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