1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-09 09:37:42 +08:00
osu-lazer/osu.Game/Screens/Edit/Setup/DifficultySection.cs
2021-04-03 19:58:49 +02:00

95 lines
4.0 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;
namespace osu.Game.Screens.Edit.Setup
{
internal class DifficultySection : SetupSection
{
private LabelledSliderBar<float> circleSizeSlider;
private LabelledSliderBar<float> healthDrainSlider;
private LabelledSliderBar<float> approachRateSlider;
private LabelledSliderBar<float> overallDifficultySlider;
public override LocalisableString Title => "Difficulty";
[BackgroundDependencyLoader]
private void load()
{
Children = new Drawable[]
{
circleSizeSlider = new LabelledSliderBar<float>
{
Label = "Object Size",
Description = "The size of all hit objects",
Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.CircleSize)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
MaxValue = 10,
Precision = 0.1f,
}
},
healthDrainSlider = new LabelledSliderBar<float>
{
Label = "Health Drain",
Description = "The rate of passive health drain throughout playable time",
Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.DrainRate)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
MaxValue = 10,
Precision = 0.1f,
}
},
approachRateSlider = new LabelledSliderBar<float>
{
Label = "Approach Rate",
Description = "The speed at which objects are presented to the player",
Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
MaxValue = 10,
Precision = 0.1f,
}
},
overallDifficultySlider = new LabelledSliderBar<float>
{
Label = "Overall Difficulty",
Description = "The harshness of hit windows and difficulty of special objects (ie. spinners)",
Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
MaxValue = 10,
Precision = 0.1f,
}
},
};
foreach (var item in Children.OfType<LabelledSliderBar<float>>())
item.Current.ValueChanged += onValueChanged;
}
private void onValueChanged(ValueChangedEvent<float> args)
{
// 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.BeatmapInfo.BaseDifficulty.CircleSize = circleSizeSlider.Current.Value;
Beatmap.BeatmapInfo.BaseDifficulty.DrainRate = healthDrainSlider.Current.Value;
Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate = approachRateSlider.Current.Value;
Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty = overallDifficultySlider.Current.Value;
Beatmap.UpdateAllHitObjects();
}
}
}