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Copy BaseDifficulty
to Beatmap<T>
and move all write operations across
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@ -34,7 +34,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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return new CatchDifficultyAttributes { Mods = mods, Skills = skills };
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// this is the same as osu!, so there's potential to share the implementation... maybe
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double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / clockRate;
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double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
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return new CatchDifficultyAttributes
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{
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@ -69,10 +69,10 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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halfCatcherWidth = Catcher.CalculateCatchWidth(beatmap.BeatmapInfo.BaseDifficulty) * 0.5f;
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halfCatcherWidth = Catcher.CalculateCatchWidth(beatmap.Difficulty) * 0.5f;
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// For circle sizes above 5.5, reduce the catcher width further to simulate imperfect gameplay.
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halfCatcherWidth *= 1 - (Math.Max(0, beatmap.BeatmapInfo.BaseDifficulty.CircleSize - 5.5f) * 0.0625f);
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halfCatcherWidth *= 1 - (Math.Max(0, beatmap.Difficulty.CircleSize - 5.5f) * 0.0625f);
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return new Skill[]
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{
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