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Remove bindable and use property
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26f0b2a4fe
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@ -95,24 +95,29 @@ namespace osu.Game.Rulesets.Scoring
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/// </summary>
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protected virtual bool DefaultFailCondition => Health.Value == Health.MinValue;
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private bool adjustRank = false;
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/// <summary>
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/// Used by specific mods to adjust <see cref="Rank"/>.
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/// </summary>
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public BindableBool AdjustRank = new BindableBool();
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public bool AdjustRank
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{
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get { return adjustRank; }
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set { adjustRank = value; Rank.Value = rankFrom(Accuracy.Value); } // Update rank immediately if AdjustRank was changed
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}
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protected ScoreProcessor()
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{
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Combo.ValueChanged += delegate { HighestCombo.Value = Math.Max(HighestCombo.Value, Combo.Value); };
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Accuracy.ValueChanged += delegate { Rank.Value = rankFrom(Accuracy.Value); };
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AdjustRank.ValueChanged += delegate { Rank.Value = rankFrom(Accuracy.Value); }; // Update rank immediately if AdjustRank was changed
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}
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private ScoreRank rankFrom(double acc)
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{
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if (acc == 1)
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return (AdjustRank.Value ? ScoreRank.XH : ScoreRank.X);
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return (adjustRank ? ScoreRank.XH : ScoreRank.X);
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if (acc > 0.95)
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return (AdjustRank.Value ? ScoreRank.SH : ScoreRank.S);
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return (adjustRank ? ScoreRank.SH : ScoreRank.S);
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if (acc > 0.9)
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return ScoreRank.A;
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if (acc > 0.8)
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@ -129,7 +134,6 @@ namespace osu.Game.Rulesets.Scoring
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/// <param name="storeResults">Whether to store the current state of the <see cref="ScoreProcessor"/> for future use.</param>
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protected virtual void Reset(bool storeResults)
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{
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AdjustRank.Value = false;
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TotalScore.Value = 0;
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Accuracy.Value = 1;
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Health.Value = 1;
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@ -137,6 +141,7 @@ namespace osu.Game.Rulesets.Scoring
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Rank.Value = ScoreRank.X;
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HighestCombo.Value = 0;
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AdjustRank = false;
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HasFailed = false;
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}
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