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osu-lazer/osu.Game/Screens/Ranking/Expanded/Accuracy/AccuracyCircle.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.
using System;
using System.Linq;
using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Audio;
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using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Platform;
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using osu.Framework.Utils;
using osu.Game.Configuration;
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using osu.Game.Graphics;
using osu.Game.Rulesets.Mods;
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using osu.Game.Scoring;
using osuTK;
namespace osu.Game.Screens.Ranking.Expanded.Accuracy
{
/// <summary>
/// The component that displays the player's accuracy on the results screen.
/// </summary>
public class AccuracyCircle : CompositeDrawable
{
/// <summary>
/// Duration for the transforms causing this component to appear.
/// </summary>
public const double APPEAR_DURATION = 200;
/// <summary>
/// Delay before the accuracy circle starts filling.
/// </summary>
public const double ACCURACY_TRANSFORM_DELAY = 450;
/// <summary>
/// Duration for the accuracy circle fill.
/// </summary>
public const double ACCURACY_TRANSFORM_DURATION = 3000;
/// <summary>
/// Delay after <see cref="ACCURACY_TRANSFORM_DURATION"/> for the rank text (A/B/C/D/S/SS) to appear.
/// </summary>
public const double TEXT_APPEAR_DELAY = ACCURACY_TRANSFORM_DURATION / 2;
/// <summary>
/// Delay before the rank circles start filling.
/// </summary>
public const double RANK_CIRCLE_TRANSFORM_DELAY = 150;
/// <summary>
/// Duration for the rank circle fills.
/// </summary>
public const double RANK_CIRCLE_TRANSFORM_DURATION = 800;
/// <summary>
/// Relative width of the rank circles.
/// </summary>
public const float RANK_CIRCLE_RADIUS = 0.06f;
/// <summary>
/// Relative width of the circle showing the accuracy.
/// </summary>
private const float accuracy_circle_radius = 0.2f;
/// <summary>
/// SS is displayed as a 1% region, otherwise it would be invisible.
/// </summary>
private const double virtual_ss_percentage = 0.01;
/// <summary>
/// The easing for the circle filling transforms.
/// </summary>
public static readonly Easing ACCURACY_TRANSFORM_EASING = Easing.OutPow10;
private readonly ScoreInfo score;
private SmoothCircularProgress accuracyCircle;
private SmoothCircularProgress innerMask;
private Container<RankBadge> badges;
private RankText rankText;
private DrawableSample scoreTickSound;
private DrawableSample badgeTickSound;
private DrawableSample badgeMaxSound;
private DrawableSample swooshUpSound;
private DrawableSample rankDImpactSound;
private DrawableSample rankBImpactSound;
private DrawableSample rankCImpactSound;
private DrawableSample rankAImpactSound;
private DrawableSample rankSImpactSound;
private DrawableSample rankSSImpactSound;
private DrawableSample rankDApplauseSound;
private DrawableSample rankBApplauseSound;
private DrawableSample rankCApplauseSound;
private DrawableSample rankAApplauseSound;
private DrawableSample rankSApplauseSound;
private DrawableSample rankSSApplauseSound;
private Bindable<double> tickPlaybackRate = new Bindable<double>();
private double lastTickPlaybackTime;
private bool isTicking;
private AudioManager audioManager;
public AccuracyCircleAudioSettings AudioSettings = new AccuracyCircleAudioSettings();
private readonly bool withFlair;
public AccuracyCircle(ScoreInfo score, bool withFlair)
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{
this.score = score;
this.withFlair = withFlair;
}
public void BindAudioSettings(AccuracyCircleAudioSettings audioSettings)
{
foreach (var (_, prop) in audioSettings.GetSettingsSourceProperties())
{
var targetBindable = (IBindable)prop.GetValue(AudioSettings);
var sourceBindable = (IBindable)prop.GetValue(audioSettings);
targetBindable?.BindTo(sourceBindable);
}
}
private void loadSample(ref DrawableSample target, string sampleName, [CanBeNull] BindableDouble volumeBindable = null)
{
if (IsDisposed) return;
target?.Expire();
AddInternal(target = new DrawableSample(audioManager.Samples.Get($"Results/{sampleName}"))
{
Frequency = { Value = 1.0 }
});
if (volumeBindable != null)
target.Volume.BindTarget = volumeBindable;
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}
[BackgroundDependencyLoader]
private void load(AudioManager audio, GameHost host)
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{
audioManager = audio;
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InternalChildren = new Drawable[]
{
new SmoothCircularProgress
{
Name = "Background circle",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.Gray(47),
Alpha = 0.5f,
InnerRadius = accuracy_circle_radius + 0.01f, // Extends a little bit into the circle
Current = { Value = 1 },
},
accuracyCircle = new SmoothCircularProgress
{
Name = "Accuracy circle",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = ColourInfo.GradientVertical(Color4Extensions.FromHex("#7CF6FF"), Color4Extensions.FromHex("#BAFFA9")),
InnerRadius = accuracy_circle_radius,
},
new BufferedContainer
{
Name = "Graded circles",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(0.8f),
Padding = new MarginPadding(2),
Children = new Drawable[]
{
new SmoothCircularProgress
{
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.X),
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InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = 1 }
},
new SmoothCircularProgress
{
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.S),
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InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = 1 - virtual_ss_percentage }
},
new SmoothCircularProgress
{
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.A),
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InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = 0.95f }
},
new SmoothCircularProgress
{
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.B),
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InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = 0.9f }
},
new SmoothCircularProgress
{
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.C),
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InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = 0.8f }
},
new SmoothCircularProgress
{
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.D),
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InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = 0.7f }
},
new RankNotch(0),
new RankNotch((float)(1 - virtual_ss_percentage)),
new RankNotch(0.95f),
new RankNotch(0.9f),
new RankNotch(0.8f),
new RankNotch(0.7f),
new BufferedContainer
{
Name = "Graded circle mask",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding(1),
Blending = new BlendingParameters
{
Source = BlendingType.DstColor,
Destination = BlendingType.OneMinusSrcAlpha,
SourceAlpha = BlendingType.One,
DestinationAlpha = BlendingType.SrcAlpha
},
Child = innerMask = new SmoothCircularProgress
{
RelativeSizeAxes = Axes.Both,
InnerRadius = RANK_CIRCLE_RADIUS - 0.01f,
}
}
}
},
badges = new Container<RankBadge>
{
Name = "Rank badges",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Vertical = -15, Horizontal = -20 },
Children = new[]
{
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new RankBadge(1f, getRank(ScoreRank.X)),
new RankBadge(0.95f, getRank(ScoreRank.S)),
new RankBadge(0.9f, getRank(ScoreRank.A)),
new RankBadge(0.8f, getRank(ScoreRank.B)),
new RankBadge(0.7f, getRank(ScoreRank.C)),
new RankBadge(0.35f, getRank(ScoreRank.D)),
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}
},
rankText = new RankText(score.Rank)
};
if (withFlair)
{
tickPlaybackRate = new Bindable<double>(AudioSettings.TickDebounceStart.Value);
// score ticks
AudioSettings.TickSampleName.BindValueChanged(sample => loadSample(ref scoreTickSound, sample.NewValue), true);
AudioSettings.SwooshSampleName.BindValueChanged(sample => loadSample(ref swooshUpSound, sample.NewValue, AudioSettings.SwooshVolume), true);
// badge sounds
AudioSettings.BadgeSampleName.BindValueChanged(sample => loadSample(ref badgeTickSound, sample.NewValue, AudioSettings.BadgeDinkVolume), true);
AudioSettings.BadgeMaxSampleName.BindValueChanged(sample => loadSample(ref badgeMaxSound, sample.NewValue, AudioSettings.BadgeDinkVolume), true);
// impacts
AudioSettings.ImpactGradeDSampleName.BindValueChanged(sample => loadSample(ref rankDImpactSound, sample.NewValue, AudioSettings.ImpactVolume), true);
AudioSettings.ImpactGradeCSampleName.BindValueChanged(sample => loadSample(ref rankCImpactSound, sample.NewValue, AudioSettings.ImpactVolume), true);
AudioSettings.ImpactGradeBSampleName.BindValueChanged(sample => loadSample(ref rankBImpactSound, sample.NewValue, AudioSettings.ImpactVolume), true);
AudioSettings.ImpactGradeASampleName.BindValueChanged(sample => loadSample(ref rankAImpactSound, sample.NewValue, AudioSettings.ImpactVolume), true);
AudioSettings.ImpactGradeSSampleName.BindValueChanged(sample => loadSample(ref rankSImpactSound, sample.NewValue, AudioSettings.ImpactVolume), true);
AudioSettings.ImpactGradeSSSampleName.BindValueChanged(sample => loadSample(ref rankSSImpactSound, sample.NewValue, AudioSettings.ImpactVolume), true);
// applause
AudioSettings.ApplauseGradeDSampleName.BindValueChanged(sample => loadSample(ref rankDApplauseSound, sample.NewValue, AudioSettings.ApplauseVolume), true);
AudioSettings.ApplauseGradeCSampleName.BindValueChanged(sample => loadSample(ref rankCApplauseSound, sample.NewValue, AudioSettings.ApplauseVolume), true);
AudioSettings.ApplauseGradeBSampleName.BindValueChanged(sample => loadSample(ref rankBApplauseSound, sample.NewValue, AudioSettings.ApplauseVolume), true);
AudioSettings.ApplauseGradeASampleName.BindValueChanged(sample => loadSample(ref rankAApplauseSound, sample.NewValue, AudioSettings.ApplauseVolume), true);
AudioSettings.ApplauseGradeSSampleName.BindValueChanged(sample => loadSample(ref rankSApplauseSound, sample.NewValue, AudioSettings.ApplauseVolume), true);
AudioSettings.ApplauseGradeSSSampleName.BindValueChanged(sample => loadSample(ref rankSSApplauseSound, sample.NewValue, AudioSettings.ApplauseVolume), true);
}
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}
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private ScoreRank getRank(ScoreRank rank)
{
foreach (var mod in score.Mods.OfType<IApplicableToScoreProcessor>())
rank = mod.AdjustRank(rank, score.Accuracy);
return rank;
}
protected override void Update()
{
base.Update();
if (!AudioSettings.PlayTicks.Value || !isTicking) return;
bool enoughTimePassedSinceLastPlayback = Clock.CurrentTime - lastTickPlaybackTime >= tickPlaybackRate.Value;
if (!enoughTimePassedSinceLastPlayback) return;
scoreTickSound?.Play();
lastTickPlaybackTime = Clock.CurrentTime;
}
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protected override void LoadComplete()
{
base.LoadComplete();
this.ScaleTo(0).Then().ScaleTo(1, APPEAR_DURATION, Easing.OutQuint);
if (AudioSettings.PlaySwooshSound.Value)
this.Delay(AudioSettings.SwooshPreDelay.Value).Schedule(() => swooshUpSound?.Play());
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using (BeginDelayedSequence(RANK_CIRCLE_TRANSFORM_DELAY, true))
innerMask.FillTo(1f, RANK_CIRCLE_TRANSFORM_DURATION, ACCURACY_TRANSFORM_EASING);
using (BeginDelayedSequence(ACCURACY_TRANSFORM_DELAY, true))
{
double targetAccuracy = score.Rank == ScoreRank.X || score.Rank == ScoreRank.XH ? 1 : Math.Min(1 - virtual_ss_percentage, score.Accuracy);
accuracyCircle.FillTo(targetAccuracy, ACCURACY_TRANSFORM_DURATION, ACCURACY_TRANSFORM_EASING);
if (AudioSettings.PlayTicks.Value)
{
scoreTickSound?.FrequencyTo(1 + (targetAccuracy * AudioSettings.TickPitchFactor.Value), ACCURACY_TRANSFORM_DURATION, AudioSettings.TickPitchEasing.Value);
scoreTickSound?.VolumeTo(AudioSettings.TickVolumeStart.Value).Then().VolumeTo(AudioSettings.TickVolumeEnd.Value, ACCURACY_TRANSFORM_DURATION, AudioSettings.TickVolumeEasing.Value);
this.TransformBindableTo(tickPlaybackRate, AudioSettings.TickDebounceEnd.Value, ACCURACY_TRANSFORM_DURATION, AudioSettings.TickRateEasing.Value);
}
Schedule(() =>
{
if (!AudioSettings.PlayTicks.Value) return;
isTicking = true;
});
int badgeNum = 0;
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foreach (var badge in badges)
{
if (badge.Accuracy > score.Accuracy)
continue;
using (BeginDelayedSequence(inverseEasing(ACCURACY_TRANSFORM_EASING, Math.Min(1 - virtual_ss_percentage, badge.Accuracy) / targetAccuracy) * ACCURACY_TRANSFORM_DURATION, true))
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{
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badge.Appear();
Schedule(() =>
{
if (badgeTickSound == null || badgeMaxSound == null || !AudioSettings.PlayBadgeSounds.Value) return;
if (badgeNum < (badges.Count - 1))
{
badgeTickSound.Frequency.Value = 1 + (badgeNum++ * 0.05);
badgeTickSound?.Play();
}
else
{
badgeMaxSound.Frequency.Value = 1 + (badgeNum++ * 0.05);
badgeMaxSound?.Play();
isTicking = false;
}
});
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}
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}
using (BeginDelayedSequence(TEXT_APPEAR_DELAY, true))
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{
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rankText.Appear();
Schedule(() =>
{
isTicking = false;
if (!AudioSettings.PlayImpact.Value) return;
switch (score.Rank)
{
case ScoreRank.D:
rankDImpactSound?.Play();
break;
case ScoreRank.C:
rankCImpactSound?.Play();
break;
case ScoreRank.B:
rankBImpactSound?.Play();
break;
case ScoreRank.A:
rankAImpactSound?.Play();
break;
case ScoreRank.S:
case ScoreRank.SH:
rankSImpactSound?.Play();
break;
case ScoreRank.X:
case ScoreRank.XH:
rankSSImpactSound?.Play();
break;
}
});
using (BeginDelayedSequence(AudioSettings.ApplauseDelay.Value))
{
if (!AudioSettings.PlayApplause.Value) return;
Schedule(() =>
{
switch (score.Rank)
{
case ScoreRank.D:
rankDApplauseSound?.Play();
break;
case ScoreRank.C:
rankCApplauseSound?.Play();
break;
case ScoreRank.B:
rankBApplauseSound?.Play();
break;
case ScoreRank.A:
rankAApplauseSound?.Play();
break;
case ScoreRank.S:
case ScoreRank.SH:
rankSApplauseSound?.Play();
break;
case ScoreRank.X:
case ScoreRank.XH:
rankSSApplauseSound?.Play();
break;
}
});
}
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}
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}
}
private double inverseEasing(Easing easing, double targetValue)
{
double test = 0;
double result = 0;
int count = 2;
while (Math.Abs(result - targetValue) > 0.005)
{
int dir = Math.Sign(targetValue - result);
test += dir * 1.0 / count;
result = Interpolation.ApplyEasing(easing, test);
count++;
}
return test;
}
}
public class AccuracyCircleAudioSettings
{
[SettingSource("setting")]
public Bindable<bool> PlayTicks { get; } = new Bindable<bool>(true);
[SettingSource("setting")]
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public Bindable<string> TickSampleName { get; } = new Bindable<string>("score-tick");
[SettingSource("setting")]
public Bindable<bool> PlayBadgeSounds { get; } = new Bindable<bool>(true);
[SettingSource("setting")]
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public Bindable<string> BadgeSampleName { get; } = new Bindable<string>("badge-dink");
[SettingSource("setting")]
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public Bindable<string> BadgeMaxSampleName { get; } = new Bindable<string>("badge-dink-max");
[SettingSource("setting")]
public Bindable<bool> PlaySwooshSound { get; } = new Bindable<bool>(true);
[SettingSource("setting")]
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public Bindable<string> SwooshSampleName { get; } = new Bindable<string>("swoosh-up");
[SettingSource("setting")]
public Bindable<bool> PlayImpact { get; } = new Bindable<bool>(true);
[SettingSource("setting")]
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public Bindable<string> ImpactGradeDSampleName { get; } = new Bindable<string>("rank-impact-fail-d");
[SettingSource("setting")]
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public Bindable<string> ImpactGradeCSampleName { get; } = new Bindable<string>("rank-impact-fail");
[SettingSource("setting")]
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public Bindable<string> ImpactGradeBSampleName { get; } = new Bindable<string>("rank-impact-fail");
[SettingSource("setting")]
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public Bindable<string> ImpactGradeASampleName { get; } = new Bindable<string>("rank-impact-pass");
[SettingSource("setting")]
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public Bindable<string> ImpactGradeSSampleName { get; } = new Bindable<string>("rank-impact-pass");
[SettingSource("setting")]
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public Bindable<string> ImpactGradeSSSampleName { get; } = new Bindable<string>("rank-impact-pass-ss");
[SettingSource("setting")]
public Bindable<bool> PlayApplause { get; } = new Bindable<bool>(true);
[SettingSource("setting")]
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public BindableDouble ApplauseVolume { get; } = new BindableDouble(0.8)
{
MinValue = 0,
MaxValue = 1,
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Precision = 0.1
};
[SettingSource("setting")]
public BindableDouble ApplauseDelay { get; } = new BindableDouble(545)
{
MinValue = 0,
MaxValue = 10000,
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Precision = 1
};
[SettingSource("setting")]
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public Bindable<string> ApplauseGradeDSampleName { get; } = new Bindable<string>("applause-d");
[SettingSource("setting")]
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public Bindable<string> ApplauseGradeCSampleName { get; } = new Bindable<string>("applause-c");
[SettingSource("setting")]
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public Bindable<string> ApplauseGradeBSampleName { get; } = new Bindable<string>("applause-b");
[SettingSource("setting")]
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public Bindable<string> ApplauseGradeASampleName { get; } = new Bindable<string>("applause-a");
[SettingSource("setting")]
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public Bindable<string> ApplauseGradeSSampleName { get; } = new Bindable<string>("applause-s");
[SettingSource("setting")]
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public Bindable<string> ApplauseGradeSSSampleName { get; } = new Bindable<string>("applause-s");
[SettingSource("setting")]
public BindableDouble TickPitchFactor { get; } = new BindableDouble(1)
{
MinValue = 0,
MaxValue = 3,
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Precision = 0.1
};
[SettingSource("setting")]
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public BindableDouble TickDebounceStart { get; } = new BindableDouble(18)
{
MinValue = 1,
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MaxValue = 100
};
[SettingSource("setting")]
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public BindableDouble TickDebounceEnd { get; } = new BindableDouble(300)
{
MinValue = 100,
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MaxValue = 1000
};
[SettingSource("setting")]
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public BindableDouble SwooshPreDelay { get; } = new BindableDouble(443)
{
MinValue = -1000,
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MaxValue = 1000
};
[SettingSource("setting")]
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public Bindable<Easing> TickRateEasing { get; } = new Bindable<Easing>(Easing.OutSine);
[SettingSource("setting")]
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public Bindable<Easing> TickPitchEasing { get; } = new Bindable<Easing>(Easing.OutSine);
[SettingSource("setting")]
public Bindable<Easing> TickVolumeEasing { get; } = new Bindable<Easing>(Easing.OutSine);
[SettingSource("setting")]
public BindableDouble TickVolumeStart { get; } = new BindableDouble(0.6)
{
MinValue = 0,
MaxValue = 1,
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Precision = 0.1
};
[SettingSource("setting")]
public BindableDouble TickVolumeEnd { get; } = new BindableDouble(1.0)
{
MinValue = 0,
MaxValue = 1,
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Precision = 0.1
};
[SettingSource("setting")]
public BindableDouble ImpactVolume { get; } = new BindableDouble(1.0)
{
MinValue = 0,
MaxValue = 1,
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Precision = 0.1
};
[SettingSource("setting")]
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public BindableDouble BadgeDinkVolume { get; } = new BindableDouble(1)
{
MinValue = 0,
MaxValue = 1,
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Precision = 0.1
};
[SettingSource("setting")]
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public BindableDouble SwooshVolume { get; } = new BindableDouble(0.4)
{
MinValue = 0,
MaxValue = 1,
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Precision = 0.1
};
}
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}