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Apply some renames to convey difference between creation options better
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@ -113,7 +113,7 @@ namespace osu.Game.Beatmaps
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/// The new difficulty will be backed by a <see cref="BeatmapInfo"/> model
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/// and represented by the returned <see cref="WorkingBeatmap"/>.
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/// </summary>
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public virtual WorkingBeatmap CreateNewBlankDifficulty(NewDifficultyCreationParameters creationParameters)
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public virtual WorkingBeatmap CreateNewDifficulty(NewDifficultyCreationParameters creationParameters)
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{
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var referenceBeatmap = creationParameters.ReferenceBeatmap;
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var targetBeatmapSet = creationParameters.BeatmapSet;
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@ -121,7 +121,7 @@ namespace osu.Game.Beatmaps
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BeatmapInfo newBeatmapInfo;
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IBeatmap newBeatmap;
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if (creationParameters.ClearAllObjects)
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if (creationParameters.CreateBlank)
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{
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newBeatmapInfo = new BeatmapInfo(creationParameters.Ruleset, new BeatmapDifficulty(), referenceBeatmap.Metadata.DeepClone());
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newBeatmap = new Beatmap { BeatmapInfo = newBeatmapInfo };
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@ -18,7 +18,7 @@ namespace osu.Game.Screens.Edit
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public CreateNewDifficultyDialog(CreateNewDifficulty createNewDifficulty)
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{
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HeaderText = "Would you like to clear all objects?";
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HeaderText = "Would you like to create a blank difficulty?";
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Icon = FontAwesome.Regular.Clone;
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@ -84,7 +84,7 @@ namespace osu.Game.Screens.Edit
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{
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try
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{
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return beatmapManager.CreateNewBlankDifficulty(creationParameters);
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return beatmapManager.CreateNewDifficulty(creationParameters);
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}
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catch (Exception ex)
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{
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@ -32,9 +32,14 @@ namespace osu.Game.Screens.Edit
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public ISkin? ReferenceBeatmapSkin { get; }
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/// <summary>
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/// Whether all objects should be cleared from the new difficulty.
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/// Whether the new difficulty should be blank.
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/// </summary>
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public bool ClearAllObjects { get; }
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/// <remarks>
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/// A blank difficulty will have no objects, no control points other than timing points taken from <see cref="ReferenceBeatmap"/>
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/// and will not share <see cref="BeatmapInfo"/> values with <see cref="ReferenceBeatmap"/>,
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/// but it will share metadata and timing information with <see cref="ReferenceBeatmap"/>.
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/// </remarks>
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public bool CreateBlank { get; }
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/// <summary>
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/// The saved state of the previous <see cref="Editor"/> which should be restored upon opening the newly-created difficulty.
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@ -46,14 +51,14 @@ namespace osu.Game.Screens.Edit
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RulesetInfo ruleset,
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IBeatmap referenceBeatmap,
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ISkin? referenceBeatmapSkin,
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bool clearAllObjects,
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bool createBlank,
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EditorState editorState)
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{
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BeatmapSet = beatmapSet;
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Ruleset = ruleset;
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ReferenceBeatmap = referenceBeatmap;
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ReferenceBeatmapSkin = referenceBeatmapSkin;
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ClearAllObjects = clearAllObjects;
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CreateBlank = createBlank;
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EditorState = editorState;
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}
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}
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@ -136,7 +136,7 @@ namespace osu.Game.Tests.Visual
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return new TestWorkingBeatmapCache(this, audioManager, resources, storage, defaultBeatmap, host);
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}
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public override WorkingBeatmap CreateNewBlankDifficulty(NewDifficultyCreationParameters creationParameters)
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public override WorkingBeatmap CreateNewDifficulty(NewDifficultyCreationParameters creationParameters)
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{
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// don't actually care about properly creating a difficulty for this context.
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return TestBeatmap;
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