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osu-lazer/osu.Game/Screens/Edit/Setup/DifficultySection.cs

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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.
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
using osu.Framework.Localisation;
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using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterfaceV2;
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namespace osu.Game.Screens.Edit.Setup
{
internal class DifficultySection : SetupSection
{
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private LabelledSliderBar<float> circleSizeSlider;
private LabelledSliderBar<float> healthDrainSlider;
private LabelledSliderBar<float> approachRateSlider;
private LabelledSliderBar<float> overallDifficultySlider;
public override LocalisableString Title => "Difficulty";
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[BackgroundDependencyLoader]
private void load()
{
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Children = new Drawable[]
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{
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circleSizeSlider = new LabelledSliderBar<float>
{
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Label = "Object Size",
FixedLabelWidth = LABEL_WIDTH,
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Description = "The size of all hit objects",
Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.CircleSize)
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{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
MaxValue = 10,
Precision = 0.1f,
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}
},
healthDrainSlider = new LabelledSliderBar<float>
{
Label = "Health Drain",
FixedLabelWidth = LABEL_WIDTH,
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Description = "The rate of passive health drain throughout playable time",
Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.DrainRate)
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{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
MaxValue = 10,
Precision = 0.1f,
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}
},
approachRateSlider = new LabelledSliderBar<float>
{
Label = "Approach Rate",
FixedLabelWidth = LABEL_WIDTH,
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Description = "The speed at which objects are presented to the player",
Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate)
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{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
MaxValue = 10,
Precision = 0.1f,
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}
},
overallDifficultySlider = new LabelledSliderBar<float>
{
Label = "Overall Difficulty",
FixedLabelWidth = LABEL_WIDTH,
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Description = "The harshness of hit windows and difficulty of special objects (ie. spinners)",
Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty)
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{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
MaxValue = 10,
Precision = 0.1f,
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}
},
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};
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foreach (var item in Children.OfType<LabelledSliderBar<float>>())
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item.Current.ValueChanged += onValueChanged;
}
private void onValueChanged(ValueChangedEvent<float> args)
{
// for now, update these on commit rather than making BeatmapMetadata bindables.
// after switching database engines we can reconsider if switching to bindables is a good direction.
Beatmap.BeatmapInfo.BaseDifficulty.CircleSize = circleSizeSlider.Current.Value;
Beatmap.BeatmapInfo.BaseDifficulty.DrainRate = healthDrainSlider.Current.Value;
Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate = approachRateSlider.Current.Value;
Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty = overallDifficultySlider.Current.Value;
Beatmap.UpdateAllHitObjects();
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}
}
}