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osu-lazer/osu.Game/Screens/Edit/Setup/DifficultySection.cs
2023-07-22 15:55:20 +02:00

135 lines
5.9 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Localisation;
using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterfaceV2;
using osu.Game.Resources.Localisation.Web;
using osu.Game.Localisation;
namespace osu.Game.Screens.Edit.Setup
{
public partial class DifficultySection : SetupSection
{
protected LabelledSliderBar<float> CircleSizeSlider { get; private set; } = null!;
protected LabelledSliderBar<float> HealthDrainSlider { get; private set; } = null!;
protected LabelledSliderBar<float> ApproachRateSlider { get; private set; } = null!;
protected LabelledSliderBar<float> OverallDifficultySlider { get; private set; } = null!;
protected LabelledSliderBar<double> BaseVelocitySlider { get; private set; } = null!;
protected LabelledSliderBar<double> TickRateSlider { get; private set; } = null!;
public override LocalisableString Title => EditorSetupStrings.DifficultyHeader;
[BackgroundDependencyLoader]
private void load()
{
Children = new Drawable[]
{
CircleSizeSlider = new LabelledSliderBar<float>
{
Label = BeatmapsetsStrings.ShowStatsCs,
FixedLabelWidth = LABEL_WIDTH,
Description = EditorSetupStrings.CircleSizeDescription,
Current = new BindableFloat(Beatmap.Difficulty.CircleSize)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
MaxValue = 10,
Precision = 0.1f,
}
},
HealthDrainSlider = new LabelledSliderBar<float>
{
Label = BeatmapsetsStrings.ShowStatsDrain,
FixedLabelWidth = LABEL_WIDTH,
Description = EditorSetupStrings.DrainRateDescription,
Current = new BindableFloat(Beatmap.Difficulty.DrainRate)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
MaxValue = 10,
Precision = 0.1f,
}
},
ApproachRateSlider = new LabelledSliderBar<float>
{
Label = BeatmapsetsStrings.ShowStatsAr,
FixedLabelWidth = LABEL_WIDTH,
Description = EditorSetupStrings.ApproachRateDescription,
Current = new BindableFloat(Beatmap.Difficulty.ApproachRate)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
MaxValue = 10,
Precision = 0.1f,
}
},
OverallDifficultySlider = new LabelledSliderBar<float>
{
Label = BeatmapsetsStrings.ShowStatsAccuracy,
FixedLabelWidth = LABEL_WIDTH,
Description = EditorSetupStrings.OverallDifficultyDescription,
Current = new BindableFloat(Beatmap.Difficulty.OverallDifficulty)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
MaxValue = 10,
Precision = 0.1f,
}
},
BaseVelocitySlider = new LabelledSliderBar<double>
{
Label = EditorSetupStrings.BaseVelocity,
FixedLabelWidth = LABEL_WIDTH,
Description = EditorSetupStrings.BaseVelocityDescription,
Current = new BindableDouble(Beatmap.Difficulty.SliderMultiplier)
{
Default = 1,
MinValue = 0.4,
MaxValue = 3.6,
Precision = 0.01f,
}
},
TickRateSlider = new LabelledSliderBar<double>
{
Label = EditorSetupStrings.TickRate,
FixedLabelWidth = LABEL_WIDTH,
Description = EditorSetupStrings.TickRateDescription,
Current = new BindableDouble(Beatmap.Difficulty.SliderTickRate)
{
Default = 1,
MinValue = 1,
MaxValue = 4,
Precision = 1,
}
},
};
foreach (var item in Children.OfType<LabelledSliderBar<float>>())
item.Current.ValueChanged += _ => updateValues();
foreach (var item in Children.OfType<LabelledSliderBar<double>>())
item.Current.ValueChanged += _ => updateValues();
}
private void updateValues()
{
// for now, update these on commit rather than making BeatmapMetadata bindables.
// after switching database engines we can reconsider if switching to bindables is a good direction.
Beatmap.Difficulty.CircleSize = CircleSizeSlider.Current.Value;
Beatmap.Difficulty.DrainRate = HealthDrainSlider.Current.Value;
Beatmap.Difficulty.ApproachRate = ApproachRateSlider.Current.Value;
Beatmap.Difficulty.OverallDifficulty = OverallDifficultySlider.Current.Value;
Beatmap.Difficulty.SliderMultiplier = BaseVelocitySlider.Current.Value;
Beatmap.Difficulty.SliderTickRate = TickRateSlider.Current.Value;
Beatmap.UpdateAllHitObjects();
Beatmap.SaveState();
}
}
}