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Capitalised protected members, added readonly modifiers.
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@ -9,8 +9,8 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
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{
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public class OsuDifficultyBeatmap : IEnumerable<OsuDifficultyHitObject>
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{
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IEnumerator<OsuDifficultyHitObject> difficultyObjects;
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private Queue<OsuDifficultyHitObject> onScreen = new Queue<OsuDifficultyHitObject>();
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private readonly IEnumerator<OsuDifficultyHitObject> difficultyObjects;
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private readonly Queue<OsuDifficultyHitObject> onScreen = new Queue<OsuDifficultyHitObject>();
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public OsuDifficultyBeatmap(List<OsuHitObject> objects)
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{
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@ -40,14 +40,14 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
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foreach (OsuDifficultyHitObject h in onScreen)
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{
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h.MSUntilHit -= latest.MS;
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h.MsUntilHit -= latest.Ms;
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// Calculate reading strain here
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}
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onScreen.Enqueue(latest);
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}
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}
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while (onScreen.Peek().MSUntilHit > 0 && hasNext); // Keep adding new notes on screen while there is still time before we have to hit the next one.
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while (onScreen.Peek().MsUntilHit > 0 && hasNext); // Keep adding new notes on screen while there is still time before we have to hit the next one.
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yield return onScreen.Dequeue(); // Remove and return notes one by one that had to be hit before the latest note appeared.
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}
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@ -56,7 +56,7 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
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IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
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IEnumerator<OsuDifficultyHitObject> createDifficultyObjectEnumerator(List<OsuHitObject> objects)
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private IEnumerator<OsuDifficultyHitObject> createDifficultyObjectEnumerator(List<OsuHitObject> objects)
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{
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// We will process HitObjects in groups of three to form a triangle, so we can calculate an angle for each note.
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OsuHitObject[] triangle = new OsuHitObject[3];
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