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Fix post-merge errors
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4e55212638
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@ -50,15 +50,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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{
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{
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float halfCatchWidth;
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using (var catcher = new CatcherArea.Catcher(beatmap.BeatmapInfo.BaseDifficulty))
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{
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halfCatchWidth = catcher.CatchWidth * 0.5f;
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// We're only using 80% of the catcher's width to simulate imperfect gameplay, reduced further at circle sizes above 5.5
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halfCatchWidth *= Math.Min(1.075f - (0.05f * beatmap.BeatmapInfo.BaseDifficulty.CircleSize), 0.8f);
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}
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CatchHitObject lastObject = null;
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CatchHitObject lastObject = null;
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// In 2B beatmaps, it is possible that a normal Fruit is placed in the middle of a JuiceStream.
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// In 2B beatmaps, it is possible that a normal Fruit is placed in the middle of a JuiceStream.
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@ -81,8 +72,13 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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protected override Skill[] CreateSkills(IBeatmap beatmap)
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protected override Skill[] CreateSkills(IBeatmap beatmap)
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{
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{
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using (var catcher = new Catcher(beatmap.BeatmapInfo.BaseDifficulty))
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using (var catcher = new Catcher(beatmap.BeatmapInfo.BaseDifficulty))
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{
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halfCatcherWidth = catcher.CatchWidth * 0.5f;
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halfCatcherWidth = catcher.CatchWidth * 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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}
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return new Skill[]
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return new Skill[]
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{
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{
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new Movement(halfCatcherWidth),
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new Movement(halfCatcherWidth),
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@ -24,6 +24,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
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/// Milliseconds elapsed since the start time of the previous <see cref="CatchDifficultyHitObject"/>, with a minimum of 40ms.
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/// Milliseconds elapsed since the start time of the previous <see cref="CatchDifficultyHitObject"/>, with a minimum of 40ms.
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/// </summary>
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/// </summary>
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public readonly double StrainTime;
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public readonly double StrainTime;
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public readonly double ClockRate;
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public readonly double ClockRate;
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public CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, float halfCatcherWidth)
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public CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, float halfCatcherWidth)
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