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Fix more incorectly named classes / files

This commit is contained in:
Dean Herbert 2022-07-24 23:35:03 +09:00
parent b257a15409
commit b1d5006870
5 changed files with 129 additions and 93 deletions

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Catch.Difficulty;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
namespace PerformanceCalculatorGUI;
public class ExtendedCatchDifficultyCalculator : CatchDifficultyCalculator, IExtendedDifficultyCalculator
{
private Skill[] skills;
public ExtendedCatchDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
public Skill[] GetSkills() => skills;
public DifficultyHitObject[] GetDifficultyHitObjects(IBeatmap beatmap, double clockRate) => CreateDifficultyHitObjects(beatmap, clockRate).ToArray();
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
this.skills = skills;
return base.CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
}
}

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Catch.Difficulty;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mania.Difficulty;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Difficulty;
using osu.Game.Rulesets.Taiko.Difficulty;
namespace PerformanceCalculatorGUI
{
public class ExtendedOsuDifficultyCalculator : OsuDifficultyCalculator, IExtendedDifficultyCalculator
{
private Skill[] skills;
public ExtendedOsuDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
public Skill[] GetSkills() => skills;
public DifficultyHitObject[] GetDifficultyHitObjects(IBeatmap beatmap, double clockRate) => CreateDifficultyHitObjects(beatmap, clockRate).ToArray();
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
this.skills = skills;
return base.CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
}
}
public class ExtendedTaikoDifficultyCalculator : TaikoDifficultyCalculator, IExtendedDifficultyCalculator
{
private Skill[] skills;
public ExtendedTaikoDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
public Skill[] GetSkills() => skills;
public DifficultyHitObject[] GetDifficultyHitObjects(IBeatmap beatmap, double clockRate) => CreateDifficultyHitObjects(beatmap, clockRate).ToArray();
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
this.skills = skills;
return base.CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
}
}
public class ExtendedCatchDifficultyCalculator : CatchDifficultyCalculator, IExtendedDifficultyCalculator
{
private Skill[] skills;
public ExtendedCatchDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
public Skill[] GetSkills() => skills;
public DifficultyHitObject[] GetDifficultyHitObjects(IBeatmap beatmap, double clockRate) => CreateDifficultyHitObjects(beatmap, clockRate).ToArray();
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
this.skills = skills;
return base.CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
}
}
public class ExtendedManiaDifficultyCalculator : ManiaDifficultyCalculator, IExtendedDifficultyCalculator
{
private Skill[] skills;
public ExtendedManiaDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
public Skill[] GetSkills() => skills;
public DifficultyHitObject[] GetDifficultyHitObjects(IBeatmap beatmap, double clockRate) => CreateDifficultyHitObjects(beatmap, clockRate).ToArray();
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
this.skills = skills;
return base.CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
}
}
}

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mania.Difficulty;
using osu.Game.Rulesets.Mods;
namespace PerformanceCalculatorGUI
{
public class ExtendedManiaDifficultyCalculator : ManiaDifficultyCalculator, IExtendedDifficultyCalculator
{
private Skill[] skills;
public ExtendedManiaDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
public Skill[] GetSkills() => skills;
public DifficultyHitObject[] GetDifficultyHitObjects(IBeatmap beatmap, double clockRate) => CreateDifficultyHitObjects(beatmap, clockRate).ToArray();
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
this.skills = skills;
return base.CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
}
}
}

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Difficulty;
namespace PerformanceCalculatorGUI;
public class ExtendedOsuDifficultyCalculator : OsuDifficultyCalculator, IExtendedDifficultyCalculator
{
private Skill[] skills;
public ExtendedOsuDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
public Skill[] GetSkills() => skills;
public DifficultyHitObject[] GetDifficultyHitObjects(IBeatmap beatmap, double clockRate) => CreateDifficultyHitObjects(beatmap, clockRate).ToArray();
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
this.skills = skills;
return base.CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
}
}

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Difficulty;
namespace PerformanceCalculatorGUI;
public class ExtendedTaikoDifficultyCalculator : TaikoDifficultyCalculator, IExtendedDifficultyCalculator
{
private Skill[] skills;
public ExtendedTaikoDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
public Skill[] GetSkills() => skills;
public DifficultyHitObject[] GetDifficultyHitObjects(IBeatmap beatmap, double clockRate) => CreateDifficultyHitObjects(beatmap, clockRate).ToArray();
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
{
this.skills = skills;
return base.CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
}
}