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Expose the catch width from the Catcher
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@ -40,10 +40,8 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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if (!beatmap.HitObjects.Any())
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return new CatchDifficultyAttributes(mods, 0);
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float circleSize = beatmap.BeatmapInfo.BaseDifficulty.CircleSize;
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float catcherWidth = (1.0f - 0.7f * (circleSize - 5) / 5) * 0.62064f * CatcherArea.CATCHER_SIZE;
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float catcherWidthHalf = catcherWidth / 2;
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catcherWidthHalf *= 0.8f;
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var catcher = new CatcherArea.Catcher(beatmap.BeatmapInfo.BaseDifficulty);
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float halfCatchWidth = catcher.CatchWidth * 0.5f;
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var difficultyHitObjects = new List<CatchDifficultyHitObject>();
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@ -52,7 +50,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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// We want to only consider fruits that contribute to the combo. Droplets are addressed as accuracy and spinners are not relevant for "skill" calculations.
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if (hitObject is Fruit)
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{
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difficultyHitObjects.Add(new CatchDifficultyHitObject((CatchHitObject)hitObject, catcherWidthHalf));
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difficultyHitObjects.Add(new CatchDifficultyHitObject((CatchHitObject)hitObject, halfCatchWidth));
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}
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if (hitObject is JuiceStream)
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{
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@ -61,7 +59,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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{
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CatchHitObject objectInJuiceStream = (CatchHitObject)nestedHitObjectsEnumerator.Current;
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if (!(objectInJuiceStream is TinyDroplet))
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difficultyHitObjects.Add(new CatchDifficultyHitObject(objectInJuiceStream, catcherWidthHalf));
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difficultyHitObjects.Add(new CatchDifficultyHitObject(objectInJuiceStream, halfCatchWidth));
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}
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// Dispose the enumerator after counting all fruits.
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nestedHitObjectsEnumerator.Dispose();
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