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Naming pass
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@ -42,12 +42,12 @@ namespace osu.Game.Rulesets.Scoring
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/// <summary>
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/// The accuracy which increase from 0%.
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/// </summary>
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public readonly BindableDouble IncreaseAccuracy = new BindableDouble(0) { MinValue = 0, MaxValue = 1 };
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public readonly BindableDouble MinimumAccuracy = new BindableDouble(0) { MinValue = 0, MaxValue = 1 };
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/// <summary>
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/// The accuracy which Decrease from 100%.
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/// </summary>
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public readonly BindableDouble DecreaseAccuracy = new BindableDouble(0) { MinValue = 0, MaxValue = 1 };
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public readonly BindableDouble MaximumAccuracy = new BindableDouble(0) { MinValue = 0, MaxValue = 1 };
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/// <summary>
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/// The current combo.
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@ -274,8 +274,8 @@ namespace osu.Game.Rulesets.Scoring
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private void updateScore()
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{
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Accuracy.Value = currentMaximumScoringValues.BaseScore > 0 ? (double)currentScoringValues.BaseScore / currentMaximumScoringValues.BaseScore : 1;
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IncreaseAccuracy.Value = maximumScoringValues.BaseScore > 0 ? (double)currentScoringValues.BaseScore / maximumScoringValues.BaseScore : 0;
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DecreaseAccuracy.Value = maximumScoringValues.BaseScore > 0
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MinimumAccuracy.Value = maximumScoringValues.BaseScore > 0 ? (double)currentScoringValues.BaseScore / maximumScoringValues.BaseScore : 0;
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MaximumAccuracy.Value = maximumScoringValues.BaseScore > 0
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? (double)(maximumScoringValues.BaseScore - (currentMaximumScoringValues.BaseScore - currentScoringValues.BaseScore)) / maximumScoringValues.BaseScore
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: 1;
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TotalScore.Value = computeScore(Mode.Value, currentScoringValues, maximumScoringValues);
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@ -12,8 +12,8 @@ namespace osu.Game.Screens.Play.HUD
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{
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public abstract partial class GameplayAccuracyCounter : PercentageCounter
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{
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[SettingSource("Accuracy Display Mode", "Which Accuracy will display")]
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public Bindable<AccuracyType> AccuracyDisplay { get; } = new Bindable<AccuracyType>();
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[SettingSource("Accuracy display mode", "Which accuracy mode should be displayed.")]
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public Bindable<AccuracyDisplayMode> AccuracyDisplay { get; } = new Bindable<AccuracyDisplayMode>();
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[BackgroundDependencyLoader]
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private void load(ScoreProcessor scoreProcessor)
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@ -24,31 +24,31 @@ namespace osu.Game.Screens.Play.HUD
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switch (mod.NewValue)
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{
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case AccuracyType.Rolling:
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case AccuracyDisplayMode.Standard:
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Current.BindTo(scoreProcessor.Accuracy);
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break;
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case AccuracyType.Increase:
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Current.BindTo(scoreProcessor.IncreaseAccuracy);
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case AccuracyDisplayMode.MinimumAchievable:
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Current.BindTo(scoreProcessor.MinimumAccuracy);
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break;
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case AccuracyType.Decrease:
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Current.BindTo(scoreProcessor.DecreaseAccuracy);
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case AccuracyDisplayMode.MaximumAchievable:
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Current.BindTo(scoreProcessor.MaximumAccuracy);
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break;
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}
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}, true);
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}
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public enum AccuracyType
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public enum AccuracyDisplayMode
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{
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[Description("Rolling")]
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Rolling,
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[Description("Standard")]
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Standard,
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[Description("Best achievable")]
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Increase,
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[Description("Maximum achievable")]
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MaximumAchievable,
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[Description("Worst achievable")]
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Decrease
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[Description("Minimum achievable")]
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MinimumAchievable
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}
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}
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}
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