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timeRate -> clockRate
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@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Difficulty
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{
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}
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protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate)
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protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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var attributes = CreateDifficultyAttributes();
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attributes.Mods = mods;
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@ -31,10 +31,10 @@ namespace osu.Game.Rulesets.Difficulty
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if (!beatmap.HitObjects.Any())
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return attributes;
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var difficultyHitObjects = CreateDifficultyHitObjects(beatmap, timeRate).OrderBy(h => h.BaseObject.StartTime).ToList();
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var difficultyHitObjects = CreateDifficultyHitObjects(beatmap, clockRate).OrderBy(h => h.BaseObject.StartTime).ToList();
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var skills = CreateSkills();
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double sectionLength = SectionLength * timeRate;
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double sectionLength = SectionLength * clockRate;
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// The first object doesn't generate a strain, so we begin with an incremented section end
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double currentSectionEnd = Math.Ceiling(beatmap.HitObjects.First().StartTime / sectionLength) * sectionLength;
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@ -60,7 +60,7 @@ namespace osu.Game.Rulesets.Difficulty
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foreach (Skill s in skills)
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s.SaveCurrentPeak();
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PopulateAttributes(attributes, beatmap, skills, timeRate);
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PopulateAttributes(attributes, beatmap, skills, clockRate);
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return attributes;
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}
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@ -113,16 +113,16 @@ namespace osu.Game.Rulesets.Difficulty
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/// <param name="attributes">The <see cref="DifficultyAttributes"/> to populate with information about the difficulty of <paramref name="beatmap"/>.</param>
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/// <param name="beatmap">The <see cref="IBeatmap"/> whose difficulty was processed.</param>
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/// <param name="skills">The skills which processed the difficulty.</param>
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/// <param name="timeRate">The rate of time in <paramref name="beatmap"/>.</param>
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protected abstract void PopulateAttributes(DifficultyAttributes attributes, IBeatmap beatmap, Skill[] skills, double timeRate);
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/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
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protected abstract void PopulateAttributes(DifficultyAttributes attributes, IBeatmap beatmap, Skill[] skills, double clockRate);
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/// <summary>
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/// Enumerates <see cref="DifficultyHitObject"/>s to be processed from <see cref="HitObject"/>s in the <see cref="IBeatmap"/>.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> providing the <see cref="HitObject"/>s to enumerate.</param>
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/// <param name="timeRate">The rate of time in <paramref name="beatmap"/>.</param>
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/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
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/// <returns>The enumerated <see cref="DifficultyHitObject"/>s.</returns>
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protected abstract IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double timeRate);
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protected abstract IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate);
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/// <summary>
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/// Creates the <see cref="Skill"/>s to calculate the difficulty of <see cref="DifficultyHitObject"/>s.
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