timeRate -> clockRate

This commit is contained in:
smoogipoo
2019-02-19 14:29:23 +09:00
parent 9d8ba4073c
commit 93b7b51d0a
8 changed files with 30 additions and 30 deletions

View File

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