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https://github.com/osukey/osukey.git
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BAD -> MEH
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@ -64,17 +64,17 @@ namespace osu.Game.Rulesets.Objects
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private const double ok_max = 254;
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private const double ok_max = 254;
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/// <summary>
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/// <summary>
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/// BAD hit window at OD = 10.
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/// MEH hit window at OD = 10.
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/// </summary>
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/// </summary>
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private const double bad_min = 242;
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private const double meh_min = 242;
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/// <summary>
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/// <summary>
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/// BAD hit window at OD = 5.
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/// MEH hit window at OD = 5.
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/// </summary>
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/// </summary>
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private const double bad_mid = 272;
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private const double meh_mid = 272;
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/// <summary>
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/// <summary>
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/// BAD hit window at OD = 0.
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/// MEH hit window at OD = 0.
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/// </summary>
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/// </summary>
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private const double bad_max = 302;
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private const double meh_max = 302;
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/// <summary>
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/// <summary>
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/// MISS hit window at OD = 10.
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/// MISS hit window at OD = 10.
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@ -112,9 +112,9 @@ namespace osu.Game.Rulesets.Objects
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public double Ok = ok_mid;
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public double Ok = ok_mid;
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/// <summary>
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/// <summary>
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/// Hit window for a BAD hit.
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/// Hit window for a MEH hit.
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/// </summary>
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/// </summary>
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public double Bad = bad_mid;
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public double Meh = meh_mid;
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/// <summary>
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/// <summary>
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/// Hit window for a MISS hit.
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/// Hit window for a MISS hit.
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@ -138,7 +138,7 @@ namespace osu.Game.Rulesets.Objects
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Great = BeatmapDifficulty.DifficultyRange(difficulty, great_max, great_mid, great_min);
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Great = BeatmapDifficulty.DifficultyRange(difficulty, great_max, great_mid, great_min);
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Good = BeatmapDifficulty.DifficultyRange(difficulty, good_max, good_mid, good_min);
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Good = BeatmapDifficulty.DifficultyRange(difficulty, good_max, good_mid, good_min);
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Ok = BeatmapDifficulty.DifficultyRange(difficulty, ok_max, ok_mid, ok_min);
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Ok = BeatmapDifficulty.DifficultyRange(difficulty, ok_max, ok_mid, ok_min);
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Bad = BeatmapDifficulty.DifficultyRange(difficulty, bad_max, bad_mid, bad_min);
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Meh = BeatmapDifficulty.DifficultyRange(difficulty, meh_max, meh_mid, meh_min);
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Miss = BeatmapDifficulty.DifficultyRange(difficulty, miss_max, miss_mid, miss_min);
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Miss = BeatmapDifficulty.DifficultyRange(difficulty, miss_max, miss_mid, miss_min);
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}
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}
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@ -159,7 +159,7 @@ namespace osu.Game.Rulesets.Objects
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return HitResult.Good;
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return HitResult.Good;
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if (timeOffset <= Ok / 2)
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if (timeOffset <= Ok / 2)
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return HitResult.Ok;
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return HitResult.Ok;
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if (timeOffset <= Bad / 2)
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if (timeOffset <= Meh / 2)
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return HitResult.Meh;
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return HitResult.Meh;
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if (timeOffset <= Miss / 2)
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if (timeOffset <= Miss / 2)
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return HitResult.Miss;
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return HitResult.Miss;
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@ -169,11 +169,11 @@ namespace osu.Game.Rulesets.Objects
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/// <summary>
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/// <summary>
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/// Given a time offset, whether the <see cref="HitObject"/> can ever be hit in the future.
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/// Given a time offset, whether the <see cref="HitObject"/> can ever be hit in the future.
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/// This happens if <paramref name="timeOffset"/> > <see cref="Bad"/>.
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/// This happens if <paramref name="timeOffset"/> > <see cref="Meh"/>.
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/// </summary>
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/// </summary>
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/// <param name="timeOffset">The time offset.</param>
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/// <param name="timeOffset">The time offset.</param>
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/// <returns>Whether the <see cref="HitObject"/> can be hit at any point in the future from this time offset.</returns>
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/// <returns>Whether the <see cref="HitObject"/> can be hit at any point in the future from this time offset.</returns>
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public bool CanBeHit(double timeOffset) => timeOffset <= Bad / 2;
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public bool CanBeHit(double timeOffset) => timeOffset <= Meh / 2;
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/// <summary>
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/// <summary>
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/// Multiplies all hit windows by a value.
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/// Multiplies all hit windows by a value.
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@ -186,7 +186,7 @@ namespace osu.Game.Rulesets.Objects
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windows.Great *= value;
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windows.Great *= value;
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windows.Good *= value;
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windows.Good *= value;
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windows.Ok *= value;
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windows.Ok *= value;
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windows.Bad *= value;
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windows.Meh *= value;
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windows.Miss *= value;
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windows.Miss *= value;
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return windows;
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return windows;
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@ -203,7 +203,7 @@ namespace osu.Game.Rulesets.Objects
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windows.Great /= value;
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windows.Great /= value;
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windows.Good /= value;
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windows.Good /= value;
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windows.Ok /= value;
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windows.Ok /= value;
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windows.Bad /= value;
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windows.Meh /= value;
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windows.Miss /= value;
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windows.Miss /= value;
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return windows;
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return windows;
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