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Apply some renames to convey difference between creation options better

This commit is contained in:
Bartłomiej Dach 2022-02-06 19:51:02 +01:00
parent a144d6f8d6
commit 6fd663a718
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GPG Key ID: BCECCD4FA41F6497
5 changed files with 14 additions and 9 deletions

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@ -113,7 +113,7 @@ namespace osu.Game.Beatmaps
/// The new difficulty will be backed by a <see cref="BeatmapInfo"/> model
/// and represented by the returned <see cref="WorkingBeatmap"/>.
/// </summary>
public virtual WorkingBeatmap CreateNewBlankDifficulty(NewDifficultyCreationParameters creationParameters)
public virtual WorkingBeatmap CreateNewDifficulty(NewDifficultyCreationParameters creationParameters)
{
var referenceBeatmap = creationParameters.ReferenceBeatmap;
var targetBeatmapSet = creationParameters.BeatmapSet;
@ -121,7 +121,7 @@ namespace osu.Game.Beatmaps
BeatmapInfo newBeatmapInfo;
IBeatmap newBeatmap;
if (creationParameters.ClearAllObjects)
if (creationParameters.CreateBlank)
{
newBeatmapInfo = new BeatmapInfo(creationParameters.Ruleset, new BeatmapDifficulty(), referenceBeatmap.Metadata.DeepClone());
newBeatmap = new Beatmap { BeatmapInfo = newBeatmapInfo };

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@ -18,7 +18,7 @@ namespace osu.Game.Screens.Edit
public CreateNewDifficultyDialog(CreateNewDifficulty createNewDifficulty)
{
HeaderText = "Would you like to clear all objects?";
HeaderText = "Would you like to create a blank difficulty?";
Icon = FontAwesome.Regular.Clone;

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@ -84,7 +84,7 @@ namespace osu.Game.Screens.Edit
{
try
{
return beatmapManager.CreateNewBlankDifficulty(creationParameters);
return beatmapManager.CreateNewDifficulty(creationParameters);
}
catch (Exception ex)
{

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@ -32,9 +32,14 @@ namespace osu.Game.Screens.Edit
public ISkin? ReferenceBeatmapSkin { get; }
/// <summary>
/// Whether all objects should be cleared from the new difficulty.
/// Whether the new difficulty should be blank.
/// </summary>
public bool ClearAllObjects { get; }
/// <remarks>
/// A blank difficulty will have no objects, no control points other than timing points taken from <see cref="ReferenceBeatmap"/>
/// and will not share <see cref="BeatmapInfo"/> values with <see cref="ReferenceBeatmap"/>,
/// but it will share metadata and timing information with <see cref="ReferenceBeatmap"/>.
/// </remarks>
public bool CreateBlank { get; }
/// <summary>
/// The saved state of the previous <see cref="Editor"/> which should be restored upon opening the newly-created difficulty.
@ -46,14 +51,14 @@ namespace osu.Game.Screens.Edit
RulesetInfo ruleset,
IBeatmap referenceBeatmap,
ISkin? referenceBeatmapSkin,
bool clearAllObjects,
bool createBlank,
EditorState editorState)
{
BeatmapSet = beatmapSet;
Ruleset = ruleset;
ReferenceBeatmap = referenceBeatmap;
ReferenceBeatmapSkin = referenceBeatmapSkin;
ClearAllObjects = clearAllObjects;
CreateBlank = createBlank;
EditorState = editorState;
}
}

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@ -136,7 +136,7 @@ namespace osu.Game.Tests.Visual
return new TestWorkingBeatmapCache(this, audioManager, resources, storage, defaultBeatmap, host);
}
public override WorkingBeatmap CreateNewBlankDifficulty(NewDifficultyCreationParameters creationParameters)
public override WorkingBeatmap CreateNewDifficulty(NewDifficultyCreationParameters creationParameters)
{
// don't actually care about properly creating a difficulty for this context.
return TestBeatmap;