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Merge pull request #31709 from peppy/catch-od-hide
Remove "Accuracy" from osu!catch editor setup
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commit
99d898326c
@ -14,6 +14,7 @@ using osu.Game.Graphics;
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using osu.Game.Rulesets.Catch.Beatmaps;
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using osu.Game.Rulesets.Catch.Difficulty;
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using osu.Game.Rulesets.Catch.Edit;
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using osu.Game.Rulesets.Catch.Edit.Setup;
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using osu.Game.Rulesets.Catch.Mods;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Replays;
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@ -228,7 +229,7 @@ namespace osu.Game.Rulesets.Catch
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public override IEnumerable<Drawable> CreateEditorSetupSections() =>
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[
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new MetadataSection(),
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new DifficultySection(),
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new CatchDifficultySection(),
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new FillFlowContainer
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{
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AutoSizeAxes = Axes.Y,
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125
osu.Game.Rulesets.Catch/Edit/Setup/CatchDifficultySection.cs
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125
osu.Game.Rulesets.Catch/Edit/Setup/CatchDifficultySection.cs
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@ -0,0 +1,125 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Localisation;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterfaceV2;
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using osu.Game.Localisation;
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using osu.Game.Resources.Localisation.Web;
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using osu.Game.Screens.Edit.Setup;
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namespace osu.Game.Rulesets.Catch.Edit.Setup
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{
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public partial class CatchDifficultySection : SetupSection
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{
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private FormSliderBar<float> circleSizeSlider { get; set; } = null!;
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private FormSliderBar<float> healthDrainSlider { get; set; } = null!;
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private FormSliderBar<float> approachRateSlider { get; set; } = null!;
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private FormSliderBar<double> baseVelocitySlider { get; set; } = null!;
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private FormSliderBar<double> tickRateSlider { get; set; } = null!;
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public override LocalisableString Title => EditorSetupStrings.DifficultyHeader;
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[BackgroundDependencyLoader]
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private void load()
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{
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Children = new Drawable[]
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{
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circleSizeSlider = new FormSliderBar<float>
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{
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Caption = BeatmapsetsStrings.ShowStatsCs,
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HintText = EditorSetupStrings.CircleSizeDescription,
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Current = new BindableFloat(Beatmap.Difficulty.CircleSize)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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MaxValue = 10,
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Precision = 0.1f,
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},
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TransferValueOnCommit = true,
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TabbableContentContainer = this,
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},
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healthDrainSlider = new FormSliderBar<float>
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{
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Caption = BeatmapsetsStrings.ShowStatsDrain,
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HintText = EditorSetupStrings.DrainRateDescription,
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Current = new BindableFloat(Beatmap.Difficulty.DrainRate)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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MaxValue = 10,
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Precision = 0.1f,
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},
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TransferValueOnCommit = true,
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TabbableContentContainer = this,
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},
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approachRateSlider = new FormSliderBar<float>
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{
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Caption = BeatmapsetsStrings.ShowStatsAr,
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HintText = EditorSetupStrings.ApproachRateDescription,
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Current = new BindableFloat(Beatmap.Difficulty.ApproachRate)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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MaxValue = 10,
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Precision = 0.1f,
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},
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TransferValueOnCommit = true,
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TabbableContentContainer = this,
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},
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baseVelocitySlider = new FormSliderBar<double>
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{
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Caption = EditorSetupStrings.BaseVelocity,
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HintText = EditorSetupStrings.BaseVelocityDescription,
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Current = new BindableDouble(Beatmap.Difficulty.SliderMultiplier)
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{
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Default = 1.4,
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MinValue = 0.4,
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MaxValue = 3.6,
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Precision = 0.01f,
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},
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TransferValueOnCommit = true,
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TabbableContentContainer = this,
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},
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tickRateSlider = new FormSliderBar<double>
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{
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Caption = EditorSetupStrings.TickRate,
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HintText = EditorSetupStrings.TickRateDescription,
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Current = new BindableDouble(Beatmap.Difficulty.SliderTickRate)
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{
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Default = 1,
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MinValue = 1,
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MaxValue = 4,
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Precision = 1,
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},
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TransferValueOnCommit = true,
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TabbableContentContainer = this,
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},
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};
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foreach (var item in Children.OfType<FormSliderBar<float>>())
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item.Current.ValueChanged += _ => updateValues();
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foreach (var item in Children.OfType<FormSliderBar<double>>())
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item.Current.ValueChanged += _ => updateValues();
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}
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private void updateValues()
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{
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// for now, update these on commit rather than making BeatmapMetadata bindables.
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// after switching database engines we can reconsider if switching to bindables is a good direction.
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Beatmap.Difficulty.CircleSize = circleSizeSlider.Current.Value;
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Beatmap.Difficulty.DrainRate = healthDrainSlider.Current.Value;
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Beatmap.Difficulty.ApproachRate = approachRateSlider.Current.Value;
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Beatmap.Difficulty.SliderMultiplier = baseVelocitySlider.Current.Value;
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Beatmap.Difficulty.SliderTickRate = tickRateSlider.Current.Value;
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Beatmap.UpdateAllHitObjects();
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Beatmap.SaveState();
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}
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}
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}
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