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make HP and OD generic and instantiate CS and AR to modes that need it
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parent
0eef218945
commit
fe73b9f8d3
@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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@ -9,18 +10,8 @@ namespace osu.Game.Rulesets.Catch.Mods
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{
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public class CatchModDifficultyAdjust : ModDifficultyAdjust
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{
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[SettingSource("Drain Rate", "Override a beatmap's set HP.")]
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public override BindableNumber<float> DrainRate { get; } = new BindableFloat()
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{
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Precision = 0.1f,
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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};
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[SettingSource("Fruit Size", "Override a beatmap's set CS.")]
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public override BindableNumber<float> CircleSize { get; } = new BindableFloat()
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public BindableNumber<float> CircleSize { get; } = new BindableFloat()
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{
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Precision = 0.1f,
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MinValue = 1,
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@ -30,7 +21,7 @@ namespace osu.Game.Rulesets.Catch.Mods
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};
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[SettingSource("Approach Rate", "Override a beatmap's set AR.")]
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public override BindableNumber<float> ApproachRate { get; } = new BindableFloat()
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public BindableNumber<float> ApproachRate { get; } = new BindableFloat()
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{
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Precision = 0.1f,
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MinValue = 1,
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@ -39,14 +30,20 @@ namespace osu.Game.Rulesets.Catch.Mods
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Value = 5,
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};
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[SettingSource("Overall Difficulty", "Override a beatmap's set OD.")]
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public override BindableNumber<float> OverallDifficulty { get; } = new BindableFloat()
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protected override void UpdateSettings(BeatmapDifficulty difficulty)
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{
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Precision = 0.1f,
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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};
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base.UpdateSettings(difficulty);
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CircleSize.Value = CircleSize.Default = difficulty.CircleSize;
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ApproachRate.Value = ApproachRate.Default = difficulty.ApproachRate;
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}
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protected override void ApplySettings(BeatmapDifficulty difficulty)
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{
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base.ApplySettings(difficulty);
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difficulty.CircleSize = CircleSize.Value;
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difficulty.ApproachRate = ApproachRate.Value;
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}
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}
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}
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@ -9,24 +9,5 @@ namespace osu.Game.Rulesets.Mania.Mods
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{
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public class ManiaModDifficultyAdjust : ModDifficultyAdjust
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{
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[SettingSource("Drain Rate", "Override a beatmap's set HP.")]
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public override BindableNumber<float> DrainRate { get; } = new BindableFloat()
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{
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Precision = 0.1f,
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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};
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[SettingSource("Overall Difficulty", "Override a beatmap's set OD.")]
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public override BindableNumber<float> OverallDifficulty { get; } = new BindableFloat()
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{
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Precision = 0.1f,
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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};
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}
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}
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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@ -9,18 +10,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModDifficultyAdjust : ModDifficultyAdjust
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{
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[SettingSource("Drain Rate", "Override a beatmap's set HP.")]
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public override BindableNumber<float> DrainRate { get; } = new BindableFloat()
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{
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Precision = 0.1f,
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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};
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[SettingSource("Circle Size", "Override a beatmap's set CS.")]
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public override BindableNumber<float> CircleSize { get; } = new BindableFloat()
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public BindableNumber<float> CircleSize { get; } = new BindableFloat()
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{
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Precision = 0.1f,
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MinValue = 1,
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@ -30,7 +21,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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};
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[SettingSource("Approach Rate", "Override a beatmap's set AR.")]
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public override BindableNumber<float> ApproachRate { get; } = new BindableFloat()
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public BindableNumber<float> ApproachRate { get; } = new BindableFloat()
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{
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Precision = 0.1f,
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MinValue = 1,
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@ -39,14 +30,20 @@ namespace osu.Game.Rulesets.Osu.Mods
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Value = 5,
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};
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[SettingSource("Overall Difficulty", "Override a beatmap's set OD.")]
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public override BindableNumber<float> OverallDifficulty { get; } = new BindableFloat()
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protected override void UpdateSettings(BeatmapDifficulty difficulty)
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{
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Precision = 0.1f,
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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};
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base.UpdateSettings(difficulty);
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CircleSize.Value = CircleSize.Default = difficulty.CircleSize;
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ApproachRate.Value = ApproachRate.Default = difficulty.ApproachRate;
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}
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protected override void ApplySettings(BeatmapDifficulty difficulty)
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{
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base.ApplySettings(difficulty);
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difficulty.CircleSize = CircleSize.Value;
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difficulty.ApproachRate = ApproachRate.Value;
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}
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}
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}
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@ -9,24 +9,5 @@ namespace osu.Game.Rulesets.Taiko.Mods
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{
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public class TaikoModDifficultyAdjust : ModDifficultyAdjust
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{
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[SettingSource("Drain Rate", "Override a beatmap's set HP.")]
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public override BindableNumber<float> DrainRate { get; } = new BindableFloat()
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{
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Precision = 0.1f,
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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};
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[SettingSource("Overall Difficulty", "Override a beatmap's set OD.")]
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public override BindableNumber<float> OverallDifficulty { get; } = new BindableFloat()
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{
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Precision = 0.1f,
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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};
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}
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}
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@ -5,6 +5,7 @@ using osu.Game.Beatmaps;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Sprites;
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using System;
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using osu.Game.Configuration;
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namespace osu.Game.Rulesets.Mods
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{
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@ -24,41 +25,49 @@ namespace osu.Game.Rulesets.Mods
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public override Type[] IncompatibleMods => new[] { typeof(ModEasy), typeof(ModHardRock) };
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public virtual BindableNumber<float> DrainRate { get; }
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[SettingSource("Drain Rate", "Override a beatmap's set HP.")]
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public BindableNumber<float> DrainRate { get; } = new BindableFloat()
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{
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Precision = 0.1f,
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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};
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public virtual BindableNumber<float> CircleSize { get; }
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public virtual BindableNumber<float> ApproachRate { get; }
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public virtual BindableNumber<float> OverallDifficulty { get; }
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[SettingSource("Overall Difficulty", "Override a beatmap's set OD.")]
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public BindableNumber<float> OverallDifficulty { get; } = new BindableFloat()
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{
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Precision = 0.1f,
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MinValue = 1,
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MaxValue = 10,
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Default = 5,
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Value = 5,
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};
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private BeatmapDifficulty difficulty;
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public virtual void ApplyToDifficulty(BeatmapDifficulty difficulty)
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public void ApplyToDifficulty(BeatmapDifficulty difficulty)
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{
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if (this.difficulty == null || this.difficulty.ID != difficulty.ID)
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{
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this.difficulty = difficulty;
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if (DrainRate != null)
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DrainRate.Value = DrainRate.Default = difficulty.DrainRate;
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if (CircleSize != null)
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CircleSize.Value = CircleSize.Default = difficulty.CircleSize;
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if (ApproachRate != null)
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ApproachRate.Value = ApproachRate.Default = difficulty.ApproachRate;
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if (OverallDifficulty != null)
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OverallDifficulty.Value = OverallDifficulty.Default = difficulty.OverallDifficulty;
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UpdateSettings(difficulty);
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}
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else
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{
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difficulty.DrainRate = DrainRate?.Value ?? difficulty.DrainRate;
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difficulty.CircleSize = CircleSize?.Value ?? difficulty.CircleSize;
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difficulty.ApproachRate = ApproachRate?.Value ?? difficulty.ApproachRate;
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difficulty.OverallDifficulty = OverallDifficulty?.Value ?? difficulty.OverallDifficulty;
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}
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ApplySettings(difficulty);
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}
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protected virtual void UpdateSettings(BeatmapDifficulty difficulty)
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{
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DrainRate.Value = DrainRate.Default = difficulty.DrainRate;
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OverallDifficulty.Value = OverallDifficulty.Default = difficulty.OverallDifficulty;
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}
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protected virtual void ApplySettings(BeatmapDifficulty difficulty)
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{
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difficulty.DrainRate = DrainRate.Value;
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difficulty.OverallDifficulty = OverallDifficulty.Value;
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}
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}
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}
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