CI fixes.

This commit is contained in:
smoogipooo 2017-04-26 17:04:57 +09:00
parent d9dec9d444
commit 47cd91fa63
2 changed files with 17 additions and 17 deletions

View File

@ -27,14 +27,14 @@ namespace osu.Game.Rulesets.Taiko.Objects
/// </summary> /// </summary>
internal double Strain = 1; internal double Strain = 1;
private double timeElapsed = 0; private double timeElapsed;
private int sameTypeSince = 1; private int sameTypeSince = 1;
private bool isRim => BaseHitObject is RimHit; private bool isRim => BaseHitObject is RimHit;
public TaikoHitObjectDifficulty(TaikoHitObject baseHitObject) public TaikoHitObjectDifficulty(TaikoHitObject baseHitObject)
{ {
this.BaseHitObject = baseHitObject; BaseHitObject = baseHitObject;
} }
internal void CalculateStrains(TaikoHitObjectDifficulty previousHitObject, double timeRate) internal void CalculateStrains(TaikoHitObjectDifficulty previousHitObject, double timeRate)

View File

@ -30,7 +30,7 @@ namespace osu.Game.Rulesets.Taiko
/// <summary> /// <summary>
/// HitObjects are stored as a member variable. /// HitObjects are stored as a member variable.
/// </summary> /// </summary>
private List<TaikoHitObjectDifficulty> difficultyHitObjects = new List<TaikoHitObjectDifficulty>(); private readonly List<TaikoHitObjectDifficulty> difficultyHitObjects = new List<TaikoHitObjectDifficulty>();
public TaikoDifficultyCalculator(Beatmap beatmap) public TaikoDifficultyCalculator(Beatmap beatmap)
: base(beatmap) : base(beatmap)
@ -64,22 +64,22 @@ namespace osu.Game.Rulesets.Taiko
private bool calculateStrainValues() private bool calculateStrainValues()
{ {
// Traverse hitObjects in pairs to calculate the strain value of NextHitObject from the strain value of CurrentHitObject and environment. // Traverse hitObjects in pairs to calculate the strain value of NextHitObject from the strain value of CurrentHitObject and environment.
List<TaikoHitObjectDifficulty>.Enumerator hitObjectsEnumerator = difficultyHitObjects.GetEnumerator(); using (List<TaikoHitObjectDifficulty>.Enumerator hitObjectsEnumerator = difficultyHitObjects.GetEnumerator())
if (!hitObjectsEnumerator.MoveNext()) return false;
TaikoHitObjectDifficulty currentHitObject = hitObjectsEnumerator.Current;
TaikoHitObjectDifficulty nextHitObject;
// First hitObject starts at strain 1. 1 is the default for strain values, so we don't need to set it here. See DifficultyHitObject.
while (hitObjectsEnumerator.MoveNext())
{ {
nextHitObject = hitObjectsEnumerator.Current; if (!hitObjectsEnumerator.MoveNext()) return false;
nextHitObject.CalculateStrains(currentHitObject, TimeRate);
currentHitObject = nextHitObject;
}
return true; TaikoHitObjectDifficulty current = hitObjectsEnumerator.Current;
// First hitObject starts at strain 1. 1 is the default for strain values, so we don't need to set it here. See DifficultyHitObject.
while (hitObjectsEnumerator.MoveNext())
{
var next = hitObjectsEnumerator.Current;
next?.CalculateStrains(current, TimeRate);
current = next;
}
return true;
}
} }
private double calculateDifficulty() private double calculateDifficulty()