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Change osu ruleset to use new HP algorithm by default
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@ -15,7 +15,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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[Test]
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public void TestNoBreak()
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{
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OsuHealthProcessor hp = new OsuHealthProcessor(-1000);
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OsuLegacyHealthProcessor hp = new OsuLegacyHealthProcessor(-1000);
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hp.ApplyBeatmap(new Beatmap<OsuHitObject>
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{
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HitObjects =
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@ -31,7 +31,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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[Test]
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public void TestSingleBreak()
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{
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OsuHealthProcessor hp = new OsuHealthProcessor(-1000);
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OsuLegacyHealthProcessor hp = new OsuLegacyHealthProcessor(-1000);
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hp.ApplyBeatmap(new Beatmap<OsuHitObject>
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{
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HitObjects =
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@ -51,7 +51,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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[Test]
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public void TestOverlappingBreak()
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{
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OsuHealthProcessor hp = new OsuHealthProcessor(-1000);
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OsuLegacyHealthProcessor hp = new OsuLegacyHealthProcessor(-1000);
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hp.ApplyBeatmap(new Beatmap<OsuHitObject>
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{
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HitObjects =
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@ -72,7 +72,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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[Test]
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public void TestSequentialBreak()
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{
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OsuHealthProcessor hp = new OsuHealthProcessor(-1000);
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OsuLegacyHealthProcessor hp = new OsuLegacyHealthProcessor(-1000);
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hp.ApplyBeatmap(new Beatmap<OsuHitObject>
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{
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HitObjects =
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@ -18,7 +18,7 @@ using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModClassic : ModClassic, IApplicableToHitObject, IApplicableToDrawableHitObject, IApplicableToDrawableRuleset<OsuHitObject>
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public class OsuModClassic : ModClassic, IApplicableToHitObject, IApplicableToDrawableHitObject, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableHealthProcessor
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{
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public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModStrictTracking)).ToArray();
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@ -34,6 +34,9 @@ namespace osu.Game.Rulesets.Osu.Mods
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[SettingSource("Fade out hit circles earlier", "Make hit circles fade out into a miss, rather than after it.")]
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public Bindable<bool> FadeHitCircleEarly { get; } = new Bindable<bool>(true);
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[SettingSource("Classic health", "More closely resembles the original HP drain mechanics.")]
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public Bindable<bool> ClassicHealth { get; } = new Bindable<bool>(true);
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private bool usingHiddenFading;
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public void ApplyToHitObject(HitObject hitObject)
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@ -115,5 +118,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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}
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};
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}
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public HealthProcessor? CreateHealthProcessor(double drainStartTime) => ClassicHealth.Value ? new OsuLegacyHealthProcessor(drainStartTime) : null;
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}
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}
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@ -48,8 +48,6 @@ namespace osu.Game.Rulesets.Osu
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public override ScoreProcessor CreateScoreProcessor() => new OsuScoreProcessor();
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public override HealthProcessor CreateHealthProcessor(double drainStartTime) => new OsuHealthProcessor(drainStartTime);
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public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new OsuBeatmapConverter(beatmap, this);
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public override IBeatmapProcessor CreateBeatmapProcessor(IBeatmap beatmap) => new OsuBeatmapProcessor(beatmap);
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@ -10,9 +10,9 @@ using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Scoring
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{
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public partial class OsuHealthProcessor : LegacyDrainingHealthProcessor
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public partial class OsuLegacyHealthProcessor : LegacyDrainingHealthProcessor
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{
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public OsuHealthProcessor(double drainStartTime)
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public OsuLegacyHealthProcessor(double drainStartTime)
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: base(drainStartTime)
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{
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}
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@ -11,8 +11,8 @@ namespace osu.Game.Rulesets.Mods
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public interface IApplicableHealthProcessor
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{
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/// <summary>
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/// Creates the <see cref="HealthProcessor"/>.
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/// Creates the <see cref="HealthProcessor"/>. May be null to use the ruleset default.
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/// </summary>
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HealthProcessor CreateHealthProcessor(double drainStartTime);
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HealthProcessor? CreateHealthProcessor(double drainStartTime);
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}
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}
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