mirror of https://github.com/ppy/osu
Update with PopulateAttributes() removal
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@ -11,8 +11,8 @@ public class TaikoDifficultyHitObject : DifficultyHitObject
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{
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public readonly bool HasTypeChange;
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public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, double timeRate)
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: base(hitObject, lastObject, timeRate)
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public TaikoDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate)
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: base(hitObject, lastObject, clockRate)
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{
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HasTypeChange = lastObject is RimHit != hitObject is RimHit;
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}
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@ -24,27 +24,29 @@ public TaikoDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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{
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}
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protected override void PopulateAttributes(DifficultyAttributes attributes, IBeatmap beatmap, Skill[] skills, double timeRate)
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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var taikoAttributes = (TaikoDifficultyAttributes)attributes;
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if (beatmap.HitObjects.Count == 0)
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return new TaikoDifficultyAttributes();
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taikoAttributes.StarRating = skills.Single().DifficultyValue() * star_scaling_factor;
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// Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be removed in the future
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taikoAttributes.GreatHitWindow = (int)(beatmap.HitObjects.First().HitWindows.Great / 2) / timeRate;
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taikoAttributes.MaxCombo = beatmap.HitObjects.Count(h => h is Hit);
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return new TaikoDifficultyAttributes
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{
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StarRating = skills.Single().DifficultyValue() * star_scaling_factor,
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Mods = mods,
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// Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be removed in the future
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GreatHitWindow = (int)(beatmap.HitObjects.First().HitWindows.Great / 2) / clockRate,
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MaxCombo = beatmap.HitObjects.Count(h => h is Hit),
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};
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}
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double timeRate)
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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{
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for (int i = 1; i < beatmap.HitObjects.Count; i++)
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yield return new TaikoDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], timeRate);
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yield return new TaikoDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], clockRate);
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}
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protected override Skill[] CreateSkills() => new Skill[] { new Strain() };
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protected override DifficultyAttributes CreateDifficultyAttributes() => new TaikoDifficultyAttributes();
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protected override Mod[] DifficultyAdjustmentMods => new Mod[]
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{
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new TaikoModDoubleTime(),
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