mirror of
https://github.com/ppy/osu.git
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0af16732b8
This is the default in osu!stable and plays better than 1.0.
135 lines
5.9 KiB
C#
135 lines
5.9 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 System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Localisation;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterfaceV2;
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using osu.Game.Resources.Localisation.Web;
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using osu.Game.Localisation;
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namespace osu.Game.Screens.Edit.Setup
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{
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public partial class DifficultySection : SetupSection
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{
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protected LabelledSliderBar<float> CircleSizeSlider { get; private set; } = null!;
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protected LabelledSliderBar<float> HealthDrainSlider { get; private set; } = null!;
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protected LabelledSliderBar<float> ApproachRateSlider { get; private set; } = null!;
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protected LabelledSliderBar<float> OverallDifficultySlider { get; private set; } = null!;
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protected LabelledSliderBar<double> BaseVelocitySlider { get; private set; } = null!;
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protected LabelledSliderBar<double> TickRateSlider { get; private set; } = null!;
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public override LocalisableString Title => EditorSetupStrings.DifficultyHeader;
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[BackgroundDependencyLoader]
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private void load()
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{
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Children = new Drawable[]
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{
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CircleSizeSlider = new LabelledSliderBar<float>
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{
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Label = BeatmapsetsStrings.ShowStatsCs,
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FixedLabelWidth = LABEL_WIDTH,
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Description = EditorSetupStrings.CircleSizeDescription,
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Current = new BindableFloat(Beatmap.Difficulty.CircleSize)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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MaxValue = 10,
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Precision = 0.1f,
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}
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},
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HealthDrainSlider = new LabelledSliderBar<float>
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{
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Label = BeatmapsetsStrings.ShowStatsDrain,
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FixedLabelWidth = LABEL_WIDTH,
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Description = EditorSetupStrings.DrainRateDescription,
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Current = new BindableFloat(Beatmap.Difficulty.DrainRate)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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MaxValue = 10,
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Precision = 0.1f,
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}
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},
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ApproachRateSlider = new LabelledSliderBar<float>
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{
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Label = BeatmapsetsStrings.ShowStatsAr,
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FixedLabelWidth = LABEL_WIDTH,
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Description = EditorSetupStrings.ApproachRateDescription,
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Current = new BindableFloat(Beatmap.Difficulty.ApproachRate)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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MaxValue = 10,
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Precision = 0.1f,
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}
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},
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OverallDifficultySlider = new LabelledSliderBar<float>
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{
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Label = BeatmapsetsStrings.ShowStatsAccuracy,
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FixedLabelWidth = LABEL_WIDTH,
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Description = EditorSetupStrings.OverallDifficultyDescription,
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Current = new BindableFloat(Beatmap.Difficulty.OverallDifficulty)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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MaxValue = 10,
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Precision = 0.1f,
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}
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},
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BaseVelocitySlider = new LabelledSliderBar<double>
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{
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Label = EditorSetupStrings.BaseVelocity,
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FixedLabelWidth = LABEL_WIDTH,
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Description = EditorSetupStrings.BaseVelocityDescription,
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Current = new BindableDouble(Beatmap.Difficulty.SliderMultiplier)
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{
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Default = 1.4,
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MinValue = 0.4,
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MaxValue = 3.6,
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Precision = 0.01f,
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}
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},
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TickRateSlider = new LabelledSliderBar<double>
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{
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Label = EditorSetupStrings.TickRate,
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FixedLabelWidth = LABEL_WIDTH,
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Description = EditorSetupStrings.TickRateDescription,
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Current = new BindableDouble(Beatmap.Difficulty.SliderTickRate)
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{
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Default = 1,
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MinValue = 1,
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MaxValue = 4,
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Precision = 1,
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}
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},
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};
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foreach (var item in Children.OfType<LabelledSliderBar<float>>())
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item.Current.ValueChanged += _ => updateValues();
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foreach (var item in Children.OfType<LabelledSliderBar<double>>())
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item.Current.ValueChanged += _ => updateValues();
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}
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private void updateValues()
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{
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// for now, update these on commit rather than making BeatmapMetadata bindables.
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// after switching database engines we can reconsider if switching to bindables is a good direction.
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Beatmap.Difficulty.CircleSize = CircleSizeSlider.Current.Value;
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Beatmap.Difficulty.DrainRate = HealthDrainSlider.Current.Value;
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Beatmap.Difficulty.ApproachRate = ApproachRateSlider.Current.Value;
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Beatmap.Difficulty.OverallDifficulty = OverallDifficultySlider.Current.Value;
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Beatmap.Difficulty.SliderMultiplier = BaseVelocitySlider.Current.Value;
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Beatmap.Difficulty.SliderTickRate = TickRateSlider.Current.Value;
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Beatmap.UpdateAllHitObjects();
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Beatmap.SaveState();
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}
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}
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}
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