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osu-lazer/osu.Game/Screens/Play/HUD/GameplayAccuracyCounter.cs
2023-02-03 15:34:57 +09:00

66 lines
2.6 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 osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Localisation;
using osu.Game.Configuration;
using osu.Game.Graphics.UserInterface;
using osu.Game.Localisation.HUD;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Screens.Play.HUD
{
public abstract partial class GameplayAccuracyCounter : PercentageCounter
{
[SettingSource(typeof(GameplayAccuracyCounterStrings), nameof(GameplayAccuracyCounterStrings.AccuracyDisplay), nameof(GameplayAccuracyCounterStrings.AccuracyDisplayDescription))]
public Bindable<AccuracyDisplayMode> AccuracyDisplay { get; } = new Bindable<AccuracyDisplayMode>();
[Resolved]
private ScoreProcessor scoreProcessor { get; set; } = null!;
protected override void LoadComplete()
{
base.LoadComplete();
AccuracyDisplay.BindValueChanged(mod =>
{
Current.UnbindBindings();
switch (mod.NewValue)
{
case AccuracyDisplayMode.Standard:
Current.BindTo(scoreProcessor.Accuracy);
break;
case AccuracyDisplayMode.MinimumAchievable:
Current.BindTo(scoreProcessor.MinimumAccuracy);
break;
case AccuracyDisplayMode.MaximumAchievable:
Current.BindTo(scoreProcessor.MaximumAccuracy);
break;
}
}, true);
// if the accuracy counter is using the "minimum achievable" mode,
// then its initial value is 0%, rather than the 100% that the base PercentageCounter assumes.
// to counteract this, manually finish transforms on DisplayedCount once after the initial callback above
// to stop it from rolling down from 100% to 0%.
FinishTransforms(targetMember: nameof(DisplayedCount));
}
public enum AccuracyDisplayMode
{
[LocalisableDescription(typeof(GameplayAccuracyCounterStrings), nameof(GameplayAccuracyCounterStrings.AccuracyDisplayModeStandard))]
Standard,
[LocalisableDescription(typeof(GameplayAccuracyCounterStrings), nameof(GameplayAccuracyCounterStrings.AccuracyDisplayModeMax))]
MaximumAchievable,
[LocalisableDescription(typeof(GameplayAccuracyCounterStrings), nameof(GameplayAccuracyCounterStrings.AccuracyDisplayModeMin))]
MinimumAchievable
}
}
}