Make hp work + cleanup

This commit is contained in:
smoogipoo
2019-04-22 17:51:43 +09:00
parent 144e6012dc
commit 4edb17a88a
6 changed files with 17 additions and 61 deletions

View File

@ -3,7 +3,6 @@
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mania.Judgements;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
@ -28,36 +27,6 @@ namespace osu.Game.Rulesets.Mania.Scoring
/// </summary>
private const double hp_multiplier_max = 1;
/// <summary>
/// The default BAD hit HP increase.
/// </summary>
private const double hp_increase_bad = 0.005;
/// <summary>
/// The default OK hit HP increase.
/// </summary>
private const double hp_increase_ok = 0.010;
/// <summary>
/// The default GOOD hit HP increase.
/// </summary>
private const double hp_increase_good = 0.035;
/// <summary>
/// The default tick hit HP increase.
/// </summary>
private const double hp_increase_tick = 0.040;
/// <summary>
/// The default GREAT hit HP increase.
/// </summary>
private const double hp_increase_great = 0.055;
/// <summary>
/// The default PERFECT hit HP increase.
/// </summary>
private const double hp_increase_perfect = 0.065;
/// <summary>
/// The MISS HP multiplier at OD = 0.
/// </summary>
@ -73,11 +42,6 @@ namespace osu.Game.Rulesets.Mania.Scoring
/// </summary>
private const double hp_multiplier_miss_max = 1;
/// <summary>
/// The default MISS HP increase.
/// </summary>
private const double hp_increase_miss = -0.125;
/// <summary>
/// The MISS HP multiplier. This is multiplied to the miss hp increase.
/// </summary>
@ -88,10 +52,6 @@ namespace osu.Game.Rulesets.Mania.Scoring
/// </summary>
private double hpMultiplier = 1;
public ManiaScoreProcessor()
{
}
public ManiaScoreProcessor(DrawableRuleset<ManiaHitObject> drawableRuleset)
: base(drawableRuleset)
{
@ -122,8 +82,8 @@ namespace osu.Game.Rulesets.Mania.Scoring
}
}
protected override double HpFactorFor(Judgement judgement, HitResult result)
=> result == HitResult.Miss ? hpMissMultiplier : hpMultiplier;
protected override double HpFactorFor(JudgementResult result)
=> result.Type == HitResult.Miss ? hpMissMultiplier : hpMultiplier;
public override HitWindows CreateHitWindows() => new ManiaHitWindows();
}