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Retrieve great hit window from the hit object
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@ -18,7 +18,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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/// <summary>
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/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current, double greatWindow)
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public static double EvaluateDifficultyOf(DifficultyHitObject current)
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{
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if (current.BaseObject is Spinner)
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return 0;
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@ -53,7 +53,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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double lastDelta = lastObj.StrainTime;
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double currRatio = 1.0 + 6.0 * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / (Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta))), 2)); // fancy function to calculate rhythmbonuses.
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double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - greatWindow * 0.6) / (greatWindow * 0.6));
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double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - currObj.HitWindowGreat * 0.6) / (currObj.HitWindowGreat * 0.6));
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windowPenalty = Math.Min(1, windowPenalty);
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