From 12ff51f686cfd884200dabed1f2ef87dc7f08d91 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Tue, 28 Jan 2020 17:21:24 +0900 Subject: [PATCH] Fix key count being incorrectly adjusted by hard/easy mods --- .../Screens/Select/Details/AdvancedStats.cs | 17 ++++++++++++++--- 1 file changed, 14 insertions(+), 3 deletions(-) diff --git a/osu.Game/Screens/Select/Details/AdvancedStats.cs b/osu.Game/Screens/Select/Details/AdvancedStats.cs index b7f60a8370..56c400e869 100644 --- a/osu.Game/Screens/Select/Details/AdvancedStats.cs +++ b/osu.Game/Screens/Select/Details/AdvancedStats.cs @@ -117,9 +117,20 @@ namespace osu.Game.Screens.Select.Details mod.ApplyToDifficulty(adjustedDifficulty); } - // Account for mania differences - firstValue.Title = (Beatmap?.Ruleset?.ID ?? 0) == 3 ? "Key Amount" : "Circle Size"; - firstValue.Value = (baseDifficulty?.CircleSize ?? 0, adjustedDifficulty?.CircleSize); + switch (Beatmap?.Ruleset?.ID ?? 0) + { + case 3: + // Account for mania differences locally for now + // Eventually this should be handled in a more modular way, allowing rulesets to return arbitrary difficulty attributes + firstValue.Title = "Key Count"; + firstValue.Value = (baseDifficulty?.CircleSize ?? 0, null); + break; + + default: + firstValue.Title = "Circle Size"; + firstValue.Value = (baseDifficulty?.CircleSize ?? 0, adjustedDifficulty?.CircleSize); + break; + } starDifficulty.Value = ((float)(Beatmap?.StarDifficulty ?? 0), null);