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better maxValue calculation for the retry and fail graph
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@ -13,7 +13,6 @@ using osu.Game.Database;
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using osu.Game.Graphics;
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using System.Collections.Generic;
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using System.Linq;
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using System;
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namespace osu.Game.Screens.Select
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{
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@ -126,19 +125,20 @@ namespace osu.Game.Screens.Select
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private void calcRetryAndFailBarLength()
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{
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List<RetryAndFailBar> retryAndFailGraphBars = retryAndFailGraph.Children.ToList();
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float maxValue = fails.Select((value, index) => value + retries[index]).Max();
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for (int i = 0; i < 100; i++)
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if (retryAndFailGraphBars.Count > i)
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{
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retryAndFailGraphBars[i].FailLength = (float)fails[i] / ((fails?.Max() ?? 0) + (retries?.Max() ?? 0));
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retryAndFailGraphBars[i].RetryLength = (float)retries[i] / ((fails?.Max() ?? 0) + (retries?.Max() ?? 0));
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retryAndFailGraphBars[i].FailLength = fails[i] / maxValue;
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retryAndFailGraphBars[i].RetryLength = retries[i] / maxValue;
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}
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else
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retryAndFailGraph.Add(new RetryAndFailBar
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{
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RelativeSizeAxes = Axes.Both,
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Width = 0.01f,
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FailLength = (float)fails[i] / ((fails?.Max() ?? 0) + (retries?.Max() ?? 0)),
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RetryLength = (float)retries[i] / ((fails?.Max() ?? 0) + (retries?.Max() ?? 0)),
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FailLength = fails[i] / maxValue,
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RetryLength = retries[i] / maxValue,
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});
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}
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