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82 lines
2.7 KiB
C#
82 lines
2.7 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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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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public abstract class ModDifficultyAdjust : Mod, IApplicableToDifficulty
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{
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public override string Name => @"Difficulty Adjust";
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public override string Description => @"Override a beatmap's difficulty settings.";
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public override string Acronym => "DA";
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public override ModType Type => ModType.Conversion;
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public override IconUsage Icon => FontAwesome.Solid.Hammer;
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public override double ScoreMultiplier => 1.0;
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public override Type[] IncompatibleMods => new[] { typeof(ModEasy), typeof(ModHardRock) };
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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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[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 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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TransferSettings(difficulty);
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}
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else
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ApplySettings(difficulty);
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}
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/// <summary>
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/// Transfer initial settings from the beatmap to settings.
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/// </summary>
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/// <param name="difficulty">The beatmap's initial values.</param>
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protected virtual void TransferSettings(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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/// <summary>
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/// Apply all custom settings to the provided beatmap.
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/// </summary>
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/// <param name="difficulty">The beatmap to have settings applied.</param>
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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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