Remove NumericAccuracyResult from ManiaJudgement

This commit is contained in:
smoogipooo 2017-09-12 22:33:39 +09:00
parent 4269533bab
commit 756d7527da
3 changed files with 0 additions and 42 deletions

View File

@ -23,17 +23,5 @@ namespace osu.Game.Rulesets.Mania.Judgements
return base.NumericResultFor(HasBroken ? HitResult.Good : result); return base.NumericResultFor(HasBroken ? HitResult.Good : result);
} }
} }
protected override int NumericResultForAccuracy(HitResult result)
{
switch (result)
{
default:
return base.NumericResultForAccuracy(result);
case HitResult.Great:
case HitResult.Perfect:
return base.NumericResultForAccuracy(HasBroken ? HitResult.Good : result);
}
}
} }
} }

View File

@ -11,6 +11,5 @@ namespace osu.Game.Rulesets.Mania.Judgements
public override bool AffectsAccuracy => false; public override bool AffectsAccuracy => false;
protected override int NumericResultFor(HitResult result) => 20; protected override int NumericResultFor(HitResult result) => 20;
protected override int NumericResultForAccuracy(HitResult result) => 0; // Don't count ticks into accuracy
} }
} }

View File

@ -8,11 +8,6 @@ namespace osu.Game.Rulesets.Mania.Judgements
{ {
public class ManiaJudgement : Judgement public class ManiaJudgement : Judgement
{ {
/// <summary>
/// The maximum result value for the accuracy portion of the score.
/// </summary>
public int MaxNumericAccuracyResult => NumericResultForAccuracy(HitResult.Perfect);
protected override int NumericResultFor(HitResult result) protected override int NumericResultFor(HitResult result)
{ {
switch (result) switch (result)
@ -30,29 +25,5 @@ namespace osu.Game.Rulesets.Mania.Judgements
return 300; return 300;
} }
} }
public int NumericAccuracyResult => NumericResultForAccuracy(Result);
/// <summary>
/// The result value for the accuracy portion of the score.
/// </summary>
protected virtual int NumericResultForAccuracy(HitResult result)
{
switch (result)
{
default:
return 0;
case HitResult.Meh:
return 50;
case HitResult.Ok:
return 100;
case HitResult.Good:
return 200;
case HitResult.Great:
return 300;
case HitResult.Perfect:
return 305;
}
}
} }
} }