2020-10-06 14:51:40 +08:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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2020-10-06 16:01:50 +08:00
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using System.Linq;
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2020-10-06 14:51:40 +08:00
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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2020-10-06 14:51:40 +08:00
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterfaceV2;
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namespace osu.Game.Screens.Edit.Setup
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{
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internal class DifficultySection : SetupSection
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{
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2020-10-06 16:12:19 +08:00
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[Resolved]
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private EditorBeatmap editorBeatmap { get; set; }
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private LabelledSliderBar<float> circleSizeSlider;
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private LabelledSliderBar<float> healthDrainSlider;
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private LabelledSliderBar<float> approachRateSlider;
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private LabelledSliderBar<float> overallDifficultySlider;
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[BackgroundDependencyLoader]
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private void load()
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{
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Children = new Drawable[]
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{
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new OsuSpriteText
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{
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Text = "Difficulty settings"
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},
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circleSizeSlider = new LabelledSliderBar<float>
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{
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Label = "Object Size",
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Description = "The size of all hit objects",
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Current = new BindableFloat(Beatmap.Value.BeatmapInfo.BaseDifficulty.CircleSize)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 2,
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MaxValue = 7,
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Precision = 0.1f,
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}
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},
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healthDrainSlider = new LabelledSliderBar<float>
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{
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Label = "Health Drain",
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Description = "The rate of passive health drain throughout playable time",
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Current = new BindableFloat(Beatmap.Value.BeatmapInfo.BaseDifficulty.DrainRate)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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MaxValue = 10,
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Precision = 0.1f,
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}
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},
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approachRateSlider = new LabelledSliderBar<float>
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{
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Label = "Approach Rate",
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Description = "The speed at which objects are presented to the player",
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Current = new BindableFloat(Beatmap.Value.BeatmapInfo.BaseDifficulty.ApproachRate)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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MaxValue = 10,
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Precision = 0.1f,
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}
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},
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overallDifficultySlider = new LabelledSliderBar<float>
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{
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Label = "Overall Difficulty",
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Description = "The harshness of hit windows and difficulty of special objects (ie. spinners)",
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Current = new BindableFloat(Beatmap.Value.BeatmapInfo.BaseDifficulty.OverallDifficulty)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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MaxValue = 10,
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Precision = 0.1f,
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}
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},
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};
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2020-10-06 16:01:50 +08:00
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2020-10-06 18:34:21 +08:00
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foreach (var item in Children.OfType<LabelledSliderBar<float>>())
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item.Current.ValueChanged += onValueChanged;
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}
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private void onValueChanged(ValueChangedEvent<float> args)
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{
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// for now, update these on commit rather than making BeatmapMetadata bindables.
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// after switching database engines we can reconsider if switching to bindables is a good direction.
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Beatmap.Value.BeatmapInfo.BaseDifficulty.CircleSize = circleSizeSlider.Current.Value;
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Beatmap.Value.BeatmapInfo.BaseDifficulty.DrainRate = healthDrainSlider.Current.Value;
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Beatmap.Value.BeatmapInfo.BaseDifficulty.ApproachRate = approachRateSlider.Current.Value;
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Beatmap.Value.BeatmapInfo.BaseDifficulty.OverallDifficulty = overallDifficultySlider.Current.Value;
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2020-10-06 16:12:19 +08:00
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editorBeatmap.UpdateBeatmap();
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}
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}
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}
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