mirror of
https://github.com/osukey/osukey.git
synced 2025-08-06 16:13:57 +09:00
consecutiveHits -> rollingHits.
This commit is contained in:
@ -17,9 +17,9 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
|
|||||||
public class DrawableDrumRoll : DrawableTaikoHitObject
|
public class DrawableDrumRoll : DrawableTaikoHitObject
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Number of consecutive hits required to reach the dark/final accent colour.
|
/// Number of rolling hits required to reach the dark/final accent colour.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private const int consecutive_hits_for_dark_accent = 5;
|
private const int rolling_hits_for_dark_accent = 5;
|
||||||
|
|
||||||
private readonly DrumRoll drumRoll;
|
private readonly DrumRoll drumRoll;
|
||||||
|
|
||||||
@ -28,9 +28,9 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
|
|||||||
private Color4 accentDarkColour;
|
private Color4 accentDarkColour;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Number of consecutive tick hits.
|
/// Rolling number of tick hits. This increases for hits and increases for misses.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private int consecutiveHits;
|
private int rollingHits;
|
||||||
|
|
||||||
public DrawableDrumRoll(DrumRoll drumRoll)
|
public DrawableDrumRoll(DrumRoll drumRoll)
|
||||||
: base(drumRoll)
|
: base(drumRoll)
|
||||||
@ -77,13 +77,13 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
|
|||||||
private void onTickJudgement(DrawableHitObject<TaikoHitObject, TaikoJudgement> obj)
|
private void onTickJudgement(DrawableHitObject<TaikoHitObject, TaikoJudgement> obj)
|
||||||
{
|
{
|
||||||
if (obj.Judgement.Result == HitResult.Hit)
|
if (obj.Judgement.Result == HitResult.Hit)
|
||||||
consecutiveHits++;
|
rollingHits++;
|
||||||
else
|
else
|
||||||
consecutiveHits--;
|
rollingHits--;
|
||||||
|
|
||||||
consecutiveHits = MathHelper.Clamp(consecutiveHits, 0, consecutive_hits_for_dark_accent);
|
rollingHits = MathHelper.Clamp(rollingHits, 0, rolling_hits_for_dark_accent);
|
||||||
|
|
||||||
Color4 newAccent = Interpolation.ValueAt((float)consecutiveHits / consecutive_hits_for_dark_accent, AccentColour, accentDarkColour, 0, 1);
|
Color4 newAccent = Interpolation.ValueAt((float)rollingHits / rolling_hits_for_dark_accent, AccentColour, accentDarkColour, 0, 1);
|
||||||
circle.FadeAccent(newAccent, 100);
|
circle.FadeAccent(newAccent, 100);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Reference in New Issue
Block a user