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