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move rank accuracy requirements to class-local constants
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@ -28,6 +28,18 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
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/// </summary>
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public partial class AccuracyCircle : CompositeDrawable
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{
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private const double accuracy_x = 1;
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private const double accuracy_s = 0.95;
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private const double accuracy_a = 0.9;
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private const double accuracy_b = 0.8;
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private const double accuracy_c = 0.7;
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private const double accuracy_d = 0;
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/// <summary>
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/// Duration for the transforms causing this component to appear.
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/// </summary>
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@ -150,49 +162,49 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.ForRank(ScoreRank.X),
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InnerRadius = RANK_CIRCLE_RADIUS,
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Current = { Value = 1 }
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Current = { Value = accuracy_x }
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},
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new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.ForRank(ScoreRank.S),
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InnerRadius = RANK_CIRCLE_RADIUS,
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Current = { Value = 1 - virtual_ss_percentage }
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Current = { Value = accuracy_x - virtual_ss_percentage }
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},
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new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.ForRank(ScoreRank.A),
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InnerRadius = RANK_CIRCLE_RADIUS,
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Current = { Value = 0.95f }
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Current = { Value = accuracy_s }
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},
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new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.ForRank(ScoreRank.B),
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InnerRadius = RANK_CIRCLE_RADIUS,
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Current = { Value = 0.9f }
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Current = { Value = accuracy_a }
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},
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new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.ForRank(ScoreRank.C),
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InnerRadius = RANK_CIRCLE_RADIUS,
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Current = { Value = 0.8f }
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Current = { Value = accuracy_b }
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},
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new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.ForRank(ScoreRank.D),
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InnerRadius = RANK_CIRCLE_RADIUS,
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Current = { Value = 0.7f }
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Current = { Value = accuracy_c }
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},
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new RankNotch(0),
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new RankNotch((float)(1 - virtual_ss_percentage)),
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new RankNotch(0.95f),
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new RankNotch(0.9f),
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new RankNotch(0.8f),
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new RankNotch(0.7f),
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new RankNotch((float)accuracy_x),
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new RankNotch((float)(accuracy_x - virtual_ss_percentage)),
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new RankNotch((float)accuracy_s),
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new RankNotch((float)accuracy_a),
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new RankNotch((float)accuracy_b),
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new RankNotch((float)accuracy_c),
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new BufferedContainer
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{
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Name = "Graded circle mask",
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@ -220,12 +232,13 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
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Padding = new MarginPadding { Vertical = -15, Horizontal = -20 },
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Children = new[]
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{
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new RankBadge(1, 1, getRank(ScoreRank.X)),
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new RankBadge(0.95, 0.95 + (0.025 - virtual_ss_percentage) / 2, getRank(ScoreRank.S)),
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new RankBadge(0.9, 0.9125, getRank(ScoreRank.A)),
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new RankBadge(0.8, 0.85, getRank(ScoreRank.B)),
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new RankBadge(0.7, 0.75, getRank(ScoreRank.C)),
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new RankBadge(0, 0.35, getRank(ScoreRank.D)),
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// The S and A badges are moved down slightly to prevent collision with the SS badge.
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new RankBadge(accuracy_x, accuracy_x, getRank(ScoreRank.X)),
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new RankBadge(accuracy_s, Interpolation.Lerp(accuracy_s, (accuracy_x - virtual_ss_percentage), 0.25), getRank(ScoreRank.S)),
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new RankBadge(accuracy_a, Interpolation.Lerp(accuracy_a, accuracy_s, 0.25), getRank(ScoreRank.A)),
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new RankBadge(accuracy_b, Interpolation.Lerp(accuracy_b, accuracy_a, 0.5), getRank(ScoreRank.B)),
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new RankBadge(accuracy_c, Interpolation.Lerp(accuracy_c, accuracy_b, 0.5), getRank(ScoreRank.C)),
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new RankBadge(accuracy_d, Interpolation.Lerp(accuracy_d, accuracy_c, 0.5), getRank(ScoreRank.D)),
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}
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},
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rankText = new RankText(score.Rank)
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@ -269,11 +282,16 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
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using (BeginDelayedSequence(ACCURACY_TRANSFORM_DELAY))
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{
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double targetAccuracy = score.Accuracy;
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double[] notchPercentages =
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{
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accuracy_s,
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accuracy_a,
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accuracy_b,
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accuracy_c,
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};
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// Ensure the gauge overshoots or undershoots a bit so it doesn't land in the gaps of the inner graded circle (caused by `RankNotch`es),
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// to prevent ambiguity on what grade it's pointing at.
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double[] notchPercentages = { 0.7, 0.8, 0.9, 0.95 };
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foreach (double p in notchPercentages)
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{
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if (Precision.AlmostEquals(p, targetAccuracy, NOTCH_WIDTH_PERCENTAGE / 2))
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@ -288,7 +306,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
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if (score.Rank == ScoreRank.X || score.Rank == ScoreRank.XH)
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targetAccuracy = 1;
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else
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targetAccuracy = Math.Min(1 - virtual_ss_percentage - NOTCH_WIDTH_PERCENTAGE / 2, targetAccuracy);
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targetAccuracy = Math.Min(accuracy_x - virtual_ss_percentage - NOTCH_WIDTH_PERCENTAGE / 2, targetAccuracy);
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// The accuracy circle gauge visually fills up a bit too much.
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// This wouldn't normally matter but we want it to align properly with the inner graded circle in the above cases.
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@ -325,7 +343,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
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if (badge.Accuracy > score.Accuracy)
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continue;
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using (BeginDelayedSequence(inverseEasing(ACCURACY_TRANSFORM_EASING, Math.Min(1 - virtual_ss_percentage, badge.Accuracy) / targetAccuracy) * ACCURACY_TRANSFORM_DURATION))
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using (BeginDelayedSequence(inverseEasing(ACCURACY_TRANSFORM_EASING, Math.Min(accuracy_x - virtual_ss_percentage, badge.Accuracy) / targetAccuracy) * ACCURACY_TRANSFORM_DURATION))
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{
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badge.Appear();
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