consecutiveHits -> rollingHits.

This commit is contained in:
smoogipooo 2017-04-01 16:32:31 +09:00
parent d1e3bbb5f4
commit b5ef0ae0d8
1 changed files with 8 additions and 8 deletions

View File

@ -17,9 +17,9 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
public class DrawableDrumRoll : DrawableTaikoHitObject
{
/// <summary>
/// Number of consecutive hits required to reach the dark/final accent colour.
/// Number of rolling hits required to reach the dark/final accent colour.
/// </summary>
private const int consecutive_hits_for_dark_accent = 5;
private const int rolling_hits_for_dark_accent = 5;
private readonly DrumRoll drumRoll;
@ -28,9 +28,9 @@ public class DrawableDrumRoll : DrawableTaikoHitObject
private Color4 accentDarkColour;
/// <summary>
/// Number of consecutive tick hits.
/// Rolling number of tick hits. This increases for hits and increases for misses.
/// </summary>
private int consecutiveHits;
private int rollingHits;
public DrawableDrumRoll(DrumRoll drumRoll)
: base(drumRoll)
@ -77,13 +77,13 @@ protected override void LoadComplete()
private void onTickJudgement(DrawableHitObject<TaikoHitObject, TaikoJudgement> obj)
{
if (obj.Judgement.Result == HitResult.Hit)
consecutiveHits++;
rollingHits++;
else
consecutiveHits--;
rollingHits--;
consecutiveHits = MathHelper.Clamp(consecutiveHits, 0, consecutive_hits_for_dark_accent);
rollingHits = MathHelper.Clamp(rollingHits, 0, rolling_hits_for_dark_accent);
Color4 newAccent = Interpolation.ValueAt((float)consecutiveHits / consecutive_hits_for_dark_accent, AccentColour, accentDarkColour, 0, 1);
Color4 newAccent = Interpolation.ValueAt((float)rollingHits / rolling_hits_for_dark_accent, AccentColour, accentDarkColour, 0, 1);
circle.FadeAccent(newAccent, 100);
}