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All suggestions were applied.

This commit is contained in:
RORIdev 2019-04-04 13:21:53 -03:00
parent 27fe6f610a
commit 5a3e5036ed

View File

@ -2,7 +2,11 @@
// See the LICENCE file in the repository root for full licence text. // See the LICENCE file in the repository root for full licence text.
using System; using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Timing;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Graphics; using osu.Game.Graphics;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
@ -11,7 +15,7 @@ namespace osu.Game.Rulesets.Mods
{ {
public abstract class ModEasy : Mod, IApplicableToDifficulty, IApplicableToScoreProcessor public abstract class ModEasy : Mod, IApplicableToDifficulty, IApplicableToScoreProcessor
{ {
public static int Lives; private int Lives;
public override string Name => "Easy"; public override string Name => "Easy";
public override string Acronym => "EZ"; public override string Acronym => "EZ";
public override IconUsage Icon => OsuIcon.ModEasy; public override IconUsage Icon => OsuIcon.ModEasy;
@ -19,7 +23,7 @@ namespace osu.Game.Rulesets.Mods
public override double ScoreMultiplier => 0.5; public override double ScoreMultiplier => 0.5;
public override bool Ranked => true; public override bool Ranked => true;
public override Type[] IncompatibleMods => new[] { typeof(ModHardRock) }; public override Type[] IncompatibleMods => new[] { typeof(ModHardRock) };
public void ApplyToDifficulty(BeatmapDifficulty difficulty) public void ApplyToDifficulty(BeatmapDifficulty difficulty)
{ {
const float ratio = 0.5f; const float ratio = 0.5f;
@ -31,16 +35,17 @@ namespace osu.Game.Rulesets.Mods
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor) public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
{ {
//Note : The lives has to be instaciated here in order to prevent the values from different plays to interfear
//with each other / not reseting after a restart , as this method is called once a play starts (to my knowlegde).
//This will be better implemented with a List<double> once I know how to reliably get the game time and update it.
//If you know any information about that, please contact me because I didn't find a sollution to that.
Lives = 2; Lives = 2;
scoreProcessor.Health.ValueChanged += valueChanged => scoreProcessor.Health.ValueChanged += valueChanged =>
{ {
if (scoreProcessor.Health.Value == 0) if (scoreProcessor.Health.Value == scoreProcessor.Health.MinValue && Lives > 0)
{ {
if (Lives != 0) Lives--;
{ scoreProcessor.Health.Value = scoreProcessor.Health.MaxValue;
Lives--;
scoreProcessor.Health.Value = 100;
}
} }
}; };
} }