Minor cleanups, unifying wording a bit more

This commit is contained in:
Dan Balasescu 2021-12-08 15:59:15 +09:00
parent 1a09a3469a
commit 99991a6703

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@ -119,7 +119,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
MinimumJumpTime = Math.Max(StrainTime - lastTravelTime, min_delta_time);
//
// There are two types of slider-to-object patterns to consider in order to better approximate the real movements a player will take.
// There are two types of slider-to-object patterns to consider in order to better approximate the real movement a player will take to jump between the hitobjects.
//
// 1. The anti-flow pattern, where players cut the slider short in order to move to the next hitobject.
//
@ -127,7 +127,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
// | ← most natural jump path
// o ← a follow-up hitcircle
//
// In this case the most natural jump path (o--o) is approximated by LazyJumpDistance.
// In this case the most natural jump path is approximated by LazyJumpDistance.
//
// 2. The flow pattern, where players follow through the slider to its visual extent into the next hitobject.
//
@ -135,7 +135,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
// ↑
// most natural jump path
//
// In this case the most natural movement path is better approximated by a new distance called "tailJumpDistance" - the distance between the slider's tail and the next hitobject.
// In this case the most natural jump path is better approximated by a new distance called "tailJumpDistance" - the distance between the slider's tail and the next hitobject.
//
// Thus, the player is assumed to jump the minimum of these two distances in all cases.
//